Posts by Squeebo
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Not like this anymore. Please read the first post of this thread.
Apologies! Will use the submission form from now on. Cheers.
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Could I have the next available playtest slot for my map de_butterfly?
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I was wondering if anyone on here had experience creating/importing custom models with animations into Source/CS:GO.
I had planned on having the butterflies in my map be a prop_dynamic that played an animation loop of them flying around.
Anyone have advice on where to start on something like this?
Also thinking of making a custom butterfly particle effect, if anyone had experience with that, I'd love any advice.
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Quote from Frolf
If this is a butterfly garden I just want to say... that's one of the best settings I have ever seen
Right now the map looks a bit small, perhaps try moving the bomb sites apart from each other. Maybe give the Ts and CTs a bit more space between each other as well so they aren't thrown into combat as quickly
Butterfly garden is the plan! Hope I can get it convincing, it's definitely going to be a challenge.
Small was my intention, I think I will probably move the bombsites apart slightly. Ts and CTs being thrown into combat extremely quickly was also intentional, but I think you're right, it could be improved, as it didn't seem to play out particularly as interesting as I had hoped, I will probably make some changes in that regard.
Thanks very much for the comments!
Quote from VayaDisplay MoreOkay hopefully this makes enough sense.
Red - CT spawn move closer to mid
Blue - Move the circular mid area closer to the centre of the map. The CTs should have time to set up before the Ts can get to mid.
Orange- Bombsites need to be futher apart.
If the bombsites are too close together the CTs can rotate really fast. it was like 4-6 seconds between the edge of A and B
Try and avoid having foliage at head height too, Can lead to frustrating gameplay.
Makes sense to me, thanks for illustrating your points, I really appreciate it.
I'm considering changing the placement of both CT and T spawns; seems like their could be more variety in starts that way, I will likely move CT spawn thataway.
Bombsite A(Left on map) will probably be moved further left, that circular room it's in will probably be rearranged to play a little different.
I did want quick rotation times between bombsites for both teams, but I wanted the shortest route to be the most dangerous to take, which is not really the case with the current layout. I will try to make it a little more interesting.
I'll try to sort out the foliage for next playtest.
Thanks again for the feedback!
Quote from jackophantDisplay Morethe size of the map isnt the problem, it's the horrific route balance.
T's get smashed at every angle. They get hit at 3 angles in the little rock room within about 3 seconds of round start, and their only other route into A excluding a CT route from flanking is a million miles away through a very dangerous mid. Again, B has only 1 real entrance which is also on a lower level where CTs can totally unhindered, flank over the top of Ts who then have to run out into the open.
CTs on the other hand have all the high ground and when they dont, have multiple additional entrance points. Also, why is there this drop down zone in CT spawn (see pink section)?
I get the impression this was never criticaly assessed for playability while being blocked out and followed a purely aesthetic approach.
There are also too many curved walls. They're a nice touch to mix up typically blocky maps, but they are harder to peak without showing a lot of your body, or going very wide and leaving yourself in the open.
The A bombsite rock room was meant to be hectic early in the round, both teams arrive in the room at the same time, but the CTs definitely do have more options, it seems. CTs can get to the bombsite quicker from the middle corridor and the right corridor, while the Ts can move to the left corridor to flank quicker, was the idea, but the odds are definitely stacked in the CTs favour. I'll try to even up the routes in the next version.
The drop down zone in CT spawn was meant to help terrorists get a vantage point when flanking CTs, was an idea that really didn't pan out; it's not feasible for the Ts get there in time to gain any advantage from it, generally. It'll probably be walled off in the next version.
Middle is meant to be equally dangerous for both teams, with the curved walls on both sides making it hard to peak, the CTs have a clear advantage here as well however, with a few more options.
Bombsite B could definitely be more interesting for the rushing terrorists, I'll try to improve the layout in that regard.
The curved walls are very intentional for that very reason, but you're right, it might be an improvement to have more variation between sharp corners and curved ones.
Thanks very much for the feedback, I do appreciate the criticism.
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Might give this a try in a bit! Definitely great visuals, judging by the screenshots; will have to wait to comment on the gameplay.
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It was suggested I make a forum thread for this map even though it's very very early in development.
This is the first iteration of the map, I really want to get the layout right before investing more time into it.
I welcome any and all suggestions, feedback and ideas for the improvement of the level.
Thanks for the playtest, guys.
Cheers!
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I would very much like to grab the second slot on Playtest 24.03.15 for de_butterfly
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Was a fun playtest man! =D
Just a few things I noticed, posted them on imgur: http://imgur.com/a/BzAPg#0
Cheers
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The layout for De_Midnight_pt1; curious what you guys like about it, what you hate about it, any pointers?
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Just a few notes from today's playtest on de_midnight, any other feedback or advice is welcomed!
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Sickly Yellow, Needs more blue/other colours(Put in skybox Light_Environment)
Nodraw in A Tunnel
Turn down Shadow Alpha, maybe to 50 or 100
Stair in Alley not clipped
Colour corrections might help visuals
Very narrow map
Way too dark, "no idea where I'm going"
Fire escape too cluttered visually
Hard for Ts to gain map control
Lots of chokepoints
Hard to see sillhouettes
Very noisy, busy, hard to see
CT Spawn is very confusing
Mid very small, building too narrow
Light on upper ramp at B too bright, glares in eyes
CTs get to mid way too soon
Place lights more carefully, work on readability of areas
Strange timings
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Here's the download link for my map for the playtest on the 25th, map is de_midnight
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Well I can relate to a lot of the people in this thread, I've always had trouble getting to sleep. Nice to see I'm not alone! Hopefully some of the advice in this thread will help.
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Hey man, just a few things that occurred to me, tried to illustrate them clear as I could:
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Great to see you're still working on it, looking forward to next playtest. Keep it up!
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Looks like a cool blockout, man, would love to help playtest!
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I would love to reserve a slot on the 25th, and it would be excellent to have it recorded.
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de_rooftops, a map set on the rooftops of an old European city:
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cs_villa, a map inspired by the Villa Charlotte Bronte in the Bronx, NYC; started right after I submitted de_midnight to the CEVO contest, a map I need to playtest a lot more before I do more with the visuals:
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I wanted to start a thread to try and document the progress of a few of my maps from alpha to completion; hopefully to receive some feedback on which ones show the most potential, what I should focus on, all the things that need to be improved, etc. as I find it all too easy to invest a great deal of time in a map without showing it to anyone only to discover the immense list of problems once people actually start to play it(Or even see it).
So I resolve to post my work here as soon as possible! All my unpolished, underdeveloped, experimental work. Hopefully I'll finish a few maps, eh?
I am fairly new to mapping for CS:GO and appreciate any advice or feedback.
First up, the first map I created for CS:GO, de_midnight, a map I created for the CEVO CS:GO mapping contest 2014, a map I put a great deal of time into and learned a lot from, but still needs a lot of work, this is the point I got it to before entering it in to the contest:
de_midnight
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