Posts by Nakroma
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By the way, assuming both teams are there on time, CTs can't get into the right corner without being seen by Ts
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Quote from Soldat Du ChristDisplay More
31 minutes ago, Soldat Du Christ said: Yeah ill stop after this response, i agree with you banana, once an identity is established it's hard to get players to open their minds to bigger and better things. This is not exclusive to csgo, in my experience most competitive scenes are like this.
And Nakroma, pushing A bomb site there are are several crates CT could be hiding behind, and both side of the choke exit CTs can sit in those corners and just wait.
Also if you push far right B bomb site, you almost always have to flash each time to guarantee a safe exit. I've seen both instances sooo many times. War Owl made a video about player roles and one of them was litteraly a suicide role because of how hard it is to break chokepoints. You have to send one guy in to die just to reveal the enemy locations so that the next guys will have the information they need in order to then properly advance.
CSGO is all about optimising very repetitive engagements and using every inch of leverage you could possibly squeeze out of the few options you have. And people seem to like this i guess
I'd argue removing that makes the game less dynamic. You're removing the positioning aspect of CS:GO with that and reduce it to 50/50 aim duels.
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Quote from Soldat Du Christ
1 hour ago, Soldat Du Christ said: I feel like there are many engagements that almost require you to purchase equipment like flash or smokes or frags, or at least it makes it very difficult to push through choke points without them, all three chokes on dust 2 come to mind really.
What if a checkpoints where balenced enough so that you don't HAVE to purchase equipment to even the odds? You don't HAVE to use a frag or molotov to check corners or make educated guesses because you are empowered as an indovidual to deduct the corners as you progress through a lane. You don't HAVE to flash before you break through a choke point because that engagements is nuanced and balenced for both teams.
I imagine the result of this would free up the players budgets to use towards more experiemental/ dynamic plays. What do you guys think?
Not sure if I understand what you mean, you don't have to do that on any of the chokepoints on dust 2? Can't think of a single angle on dust 2 you can't check one by one on the top of my head (at least assuming both teams arrive there on time and no one has utility). Could you give an example what a chokepoint would look like vs. a dust 2 one for example?
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Heyo, I'm making a Wingman map for the Source Engine Discord Wingman Level Design Contest 2020. Finally getting somewhere in the greybox stage, so I've decided to post it here. The theme is a western-european abbey. You can find it on the workshop here.
Radar:
Ingame Screenshots:
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But you know what you can't do with the carved tool? A GUUUUD MAP
[Blocked Image: http://i.epvpimg.com/1giNf.png]
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Quote from Bevielis
11 minutes ago, Bevielis said: tfw one building takes up the VBSP brush limit in your map
[Blocked Image: http://i.imgur.com/c4jt321.png]
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Someone mentioned history has been written? Great use of the carve tool btw
People really should use it more! -
A bigger german youtuber reviewed your game btw. You guys probably aren't gonna view this thread anyways, but I'll still post it.
You don't have to understand german, the video explains itself.
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Yeah, CT rotation times are wayyy to short.
Also looks like overpass/nuke issue. The CTs get over half the map at the beginning at the round.
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Keep in mind im not a professional (I dont have a job / studied Game Design or anything) so wait for a few other answers

I generally find bots only useful for finding and placing cover. Everything else (how the general layout is) you should do a playtest here on mapcore for example.
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Funny enough I've never encountered such thing in Hammer (except the weird carve "lets just pull this brush to infinity" bug) but I do all the time in programming.
Quote from Deh0liseAnother stupid way to fix impossible to solve issues is to select everything and copy it into a new file. Despite it seems illogical sometimes it works.
Try that, at least for the few bugs I had this actually worked.
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For an amateur this is quite OK

Sadly I suck really hard at drawing, even with my tablet.
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Maybe 1 or 2 dead guys at the reception with blood all over the wall? Like in the old train
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Quote from TheOnlyDoubleF
ULTRAFLOW is now available for FREE on Android! Merry Christmas! ahah
https://play.google.com/store/apps/det…m.DSS.ULTRAFLOW
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.Downloading it right now.
Edit: Seems pretty fun, stuck on lvl 13 right now
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I would like to take his place with my revamped version of de_paradise, IF no one else wants (seriously, put my priority low, I had quite many playtests).
Radar is also 100% correctly packed this time. -
After the most recent playtest I realized what monster I have created.
So I decided to rebuild the map from scratch, playtest it a bit and then focus on a general theme, no castle-factory-outside thingy.
This is the new overview, I changed sites around and added a few connectors:
This is the new A site, I added cover in form of the house where you also can plant in, but the general layout is the same:
I changed middle a lot, a lot less dead space and just changed it in general:
B site I also changed around. I pretty much deleted the catwalk and made it a "broken down" catwalk. I may have to tweak cover a bit tho:
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Geheimwald sound still really bad in german. just use Schwarzwald
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Gonna post what Lajron mentioned in chat: Middle has way too many entrances. With the vents its I think 7. That are too many corners / spots to check.



