Posts by Tomato
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Quote from El_Exodus
A map doesn't have to be detailed to be tested. You need:
-10 spawns per team
-Basic optimization so it runs on every PC
-Working Radar
-Custom content packed
-Basic clippingBasically it just has to be in a playable state so valuable testing is possible.
Well it has spawns, I know how to make a working radar and how to pack the custom content.
For optimization i'm not so sure. I've never looked into that, but I guess while the map is still quite simple it doesn't need much optimization.
About the clipping:
I clipped some spots where you should get over while jumping on your own.
I clipped spots where the bomb would get stuck.
But there are spots (walls) where you can boost ur friend on or throw the bomb over.If a player has some common sense, he would know that isn't a spot he should boost or throw the bomb,
Is it necessary to clip those spots too?
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If my map is still greyboxed and not detailed, but the layout is set and most of the basic principles of the map are there, can I submit it for a test then?
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Hey Lizard here my feedback about your map I played a couple of days ago.
First of all in general I think the map feels good.
Personal I was quite pleased with the overall idea of how you try to build the map.
The elevations, corridors and the bombsites feel all naturally placed etc.
But the exact placing of them was bothering me a little why I was playing.
I know CT's should be faster on a site then T's, so they can position themself.
This was okay, but the entryways or the chokepoints (wich where the same for me)
were quite CT sided. As a CT I felt like nobody could actually get me ( wich resulted in many
pointless rushes of CT's) and as T I couldn't get any foot on the site without getting a bullet in my head.
To counter this, the T's normally have some space to rotate or set up some sort of tactic, usually involving the mid area.
Now I think that was the problem with the current layout of the map.
I know and i like what you have tried with the very quick possibility to snipe from CT spawn into the windows at T,
but this also resolves in Ct getting mid area almost instantly, wich gave them antoher huge advantage over the attacking team.
T's going to A where most of the times flanked by CT's coming from mid, the other way around,
T's who tried to enter the mid section from the garage most in the back of mid, usually got insta-sniped.
My idea about the map is to give the T's a quicker way to the mid area and the CT's a slower entry time.
I think this would T's some manoeuvrability and a possibilty to attack (B) site from more then 1 angle.
Well that was my main think I would to say.
next are some smaller things like the props on B site, I think the placement is quite good, but
the type of props make it a bit awkward at some times ( read in, I can see feet under them etc)
the railing at the stairs just right at T spawn is a bit too high. If you jump over them (wich would be quite common as a T wants to rush towards B)
you take a small amount of fall damage. Something I felt quite annoyed about when I played.
Then site A felt a little bit dark and maybe a bit claustrofobic ( maybe because of the darkness)
I would suggest to make the roof a little bit higher.
I guess that are the most important things I wanted to say.
I'm giving this feedback , probably to a far more expierienced mapper then I'm, but
as this is the purpose of the community I hope it can help you in some way ( or maybe not)
Greetz Tomato
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Quote from LizardPL
I will post topic later today.
Ok, I'll probably add something tommorow then.
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There's a link in the first post of this thread that leads to all the demos and log files.
damn i forget everytime. Sorry for the inconvenience.
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How can I require the logs and the feedbacks that were given yesterday?
It seems nobody posted something on my map topic yet, so thos logs are quite important next to the manual notes I took.
BTW I can't find the topic to Lizard's De_Cargo from yesterday.
I would like to give my ( maybe not very usefull ) feelings about his map.
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Quote from Fnuggi
Another Playtest is starting now! Come join us!
94.250.201.180:27015
Thanks for the playtest and the feedback. (gave me something to think about)
all feedback welcome
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My updated version of de_east for the playtest upcoming tuesday.
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Quote from Smileytopin
If anybody would like to swap, would it be possible to have a spot for next Sunday (I think its the 5th).
I just found out that I'll be away and miss the playtest. Sorry for the inconvenience and I can understand if nobody wants to swap/it's too late.
(https://www.dropbox.com/s/86gv9ol8hwp6…ect_a1.bsp?dl=0 if it cannot be switched)
It seems that no one yet took a spot on the 5th
So i guess you don't have to swap, but probably just scratch the one for tonight out and ask RZL to put you on the list for next week.
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Could I get a the first spot on the 7th of April for my map
I've made some changes to it through the feedback of the previous playtest.
Let's hope they were for the better.
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Quote from text_fish
Hey Tomato, here are my thoughts in more detail with annotations on the overview. Hope it helps.
IMAGE
1) Simpler route to T balcony. Play with timings so that CT and T can still have cool fights in the room at the top, as they do currently.2)Safe route in to sewers, as long as CT don't push mid.3)Pull this back so if sniper wants to remain fairly covered they can't watch whole bombsite -- only T balcony.4)Bring bombsite B out in to the middle to make it more interesting to take and defend.5)Consider sinking this area to make a sort of pit that bombsite defenders can hold. This will also mean CT's watching the Dome approach with an AWP have to be semi-open.6)Everything here is too narrow and fiddly. Consider widening the stairs at the very least.7)This is an extended part of T balcony with some visibility over bombsite A and sewers. The two brown lines are incredibly well drawn and realistic planks connecting the two parts of T balcony, but you could just as well make it all the same balcony and have a tunnel leading down to sewer (see 2).8)As with 6, this whole route feels far too narrow. Widen hallways and maybe choose a less cluttered theme.
Thanks alot text_fish
you don't know how usefull this is,
I can agree with most of ur remarks but still it will take some creativity and time to adapt the map ( but that's no problem
)One thing I was surprised of is that my "mid path", over the inside bridge, actually worked out.
So I'll probably leave it there and widen it up more.
About the interiors,
well I could guess they feel cramped and messy, but still they are interiors, so I'll have to rethink about that
about your suggestion of a pit at the back of B,
I'm not sure about this, but the back of B is something that has already changed in all of my versions of the map.
i was never really okay with the whole site until this version.
I know that snipers has a lot of possible ways to cover the site and I tried to adjust it so they have some nice spots, but fewer cover
still i think a pit would actually give the defenders some advantage or not?
Then I have a last question wich i'm really troubled with, but didnt hear anything about yet.
the rotation possibilities to takeover the other bombsite ( mostly B )
If ur CT and defending A, and the bomb is planted B, the T's have actually only have to cover 1 entrace ( the one towards A )
and as time passes, they can consider that the CT is coming from palace. Now I think that CT's have little variation possibilities to attack B.
I opened an extra pathway through the appartments but then u still have to cross the inside of palace ( presuming ur coming from mid and dont walk all the way around T spawn)
another thing is taht if ur coming from A, and u dont want to go straight to the bomb site, you go into shop, over bridge and jump of the balcony, something that costs you alot of time to do.
can i consider this as rightfull flaws in the layout, or wasn't this a big problem during the maptest?
thanks in advance
(oh and everyone who was at the playtest may provide answers and feedback please )
BTW ur planks are awesome

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Quote from Demolitions
Played this in the playtest this afternoon. It has some interesting ideas and parts. I like the balcony to balcony line of site at A, and the sites them selves are okay.
Really the problem is that the map has MANY paths to choose from. In competitive I see 1 v 1's becoming frustrating. The map has areas that just don't need to exist. For casual [20 players] this map is enjoyable to play, but with only 5 per team, this map seems a bit too complex.
Definitely potential here, but I think you were over-thinking things on the layout. Something I realized on my map just recently.
Seems like all the things I've heard recently come togheter now.
Everyone likes those balcony to balcony fights and too much routes on the map.
But what about playability, like taking and retaking objectives, T or CT balance, thinks that should definitly be in or totally not in the next version?
Thanks for testing though, I really appriciate it

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Hello everyone here the presentation/discussion topic of my first attempt to create a map for CS GO.
My map called de_east ( working title ) is placed somewhere in the middle east.
As you can see, it is heavily influenced by existing maps as dust and mirage.
Not because i like to copy, but because I'm still in the learning process
and making this map all by my own takes a lot of time. Time i like to put in the map making itself
and rather not in the making of custom models/textures.
The current version of the map looks like this:
[Blocked Image: http://imgur.com/oNNH5BX.png]
Download files:
Latest version: de_east_v3
Older versions:
de_east_v2Some screenshots:
[Blocked Image: http://i.imgur.com/PIn4uqf.jpg]
[Blocked Image: http://i.imgur.com/GFRXTfc.jpg]
[Blocked Image: http://i.imgur.com/MJOVIBB.jpg]
[Blocked Image: http://i.imgur.com/pf2y0B8.jpg]
I hope you guys like to try it out and provide me with the necessary feedback.
Thanks Tomato -
Don't know if totally necessary, but here are the files of my map for tonights playtest
I hope you guys can provide me with some usefull feedback
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Is it possible that the playtest of de_east ( 03/03 ) gets recorded, cause it is fairly possible that i'm not going to make it to experience it live.
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Isn't there a playtest planned now?
Edit: My bad, I was wrong due to the time zones
I'm +1 GMT so i guess the playtests start at 21.00 here
or Am I wrong?