Looking really cool! Also a well-executed original idea (in the context of CSGO).
Posts by Freaky_Banana
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that groundtexture in the last picture looks like it could go straight into Klem's Bisounours Party: Adventure
very rainbowy! (maybe a bit strange, even if photorealistic)Otherwise I'm liking the textures so far, the map just seems a little too cluttered and visually confusing for a Counter-Strike defuse map.
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Cool, good luck with the materials! Must say the second screenshot doesn't look right to me. Wood is sort of an unexpected material in among all the stone of this type of building. So I went back and checked your reference images. If you want to use wood, probably try and avoid sandwiching it between those black trims. That makes the entire area feel tight. Instead do something like this reference you showed:
There is only wood for floor and walls and then a clean cut with a wooden trim to the white of the ceilings. Also I would suggest reducing the tile size of the individual panels. Again, I like the small shapes of this image. Keep it up!
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Is there still an underground area? Because if there isn't, the layout seems to me like it might be rough for the T side. CTs can statically hold the two must-pass chokepoints from multiple spots. Ts don't have the choice to really "outmanouver" the CT defense. This means I personally expect Ts to have a hard time.
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Check here: https://developer.valvesoftware.com/wiki/Func_instance
Also I am pretty sure more or less exactly this question was asked less than about a month ago.
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I usually just generate the radar by temporarily copying the brushwork from the instance vmf into the map vmf. Then generate radar and delete afterwards.
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Quote from Nicky_Da_B
19 minutes ago, Nicky_Da_B said: Got custom music to work in the map.
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.Very cool, but very loud! Also, might this bring copyright issues?
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Hi Leo, it's always nice to see new people here! I took a look around your map. I like the start you have made here! I gathered this imgur album to give some feedback:
https://imgur.com/gallery/Wfwju6v
I hope it helps and you keep going! All the best.
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For playtest on the 11th: Workshop link to the second map is this:
cs_marstest:
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hey people, screenshots see below or at the imgur link https://imgur.com/gallery/20n8GQu.
I took the cs mapmakers wingman competition as an occasion to make a new map. I figured two against two was a small enough scale to slot this one in. Little did I know that within one week I would already have developed two entirely different concepts and greyboxes, and be toying with a third. de_Loreley is the most polished, so you get to see this one first. For this map I was inspired by a train journey I did along the Rhine basin recently. One stop along that journey is the famous Loreley cliff. I thought it was neat and based this layout on what I saw. Check after the screenshots for some of my reference material.
Workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=2111658014
The layout is a very simple threelane design. There are three distinct pathes, separated by elevation and theme. The uppermost path is a slightly bent train tunnel, connected by an emergency door to the main street along the center of the map. The CT end of the street is flush with the tunnel's elevation thus allowing CTs immediate control of the tunnel. The main objective is on the street. Locals are entirely fed up with the rampant tourism in their home and have decided to symbolically target an open-topped tourist bus. Right next to the street where these actions are meant to take place, the third and lowest level is the riverside of the Rhine. Taking control of the Rhine's beach allows Ts a great insight into common defense positions further behind the site. Final touches are added by some accessible rooms (one staircase and one basement workshop) in the local houses that divide the street and beach.
I hope you can find the time to boot this up and have some fun on the map. Enjoy your stay at the Rhine!
Screenshots:
references: only two because the upload limit doesn't allow any more.
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Agreed with above. Also, had a quick run-around on the map. I like that new building facade you made! About the layout design: What type of gamemode is this map intended for? Do you want to make a competitive map (5v5), a Casual map (10v10), a "horde" map (20v20) or just something that you think is pretty? In any case, I left some of my first thoughts below.
Some areas are very dark. light entities of any kind will help.
The entire map was VERY vast. Especially around the bombsite and in the middle around the diner this felt the most extreme to me. Long angles can be cool, but most of the time they should be limited. It's not always fun to play and will likely cause some issues later on. Many of your areas were very inter-connected as well. Maybe you want to define more specific pathes.
Additionally sometimes the existing pathes were confusing to me. It is hard to tell in this map what is accessible and what isn't. Mostly I was sad I couldn't play in that awesome area with the steps and trees, because that seemed like a lot of fun, but it can also be very confusing for players if they don't immediately know where an enemy can come from!
This was reinforced by the fact that some angles are really unexpected and weird, like these below. You want to try and streamline your pathes in such a way that the next point of engagement that a player will face is a) obvious and b) clearly visible.
Overall I really like the tree area and the new facade that you have detailed! I like the theme and think that the Bronx could be a very interesting location for a cool CSGO map.
Also a tl;dr for your func_detail question above: Func_details have their own limit, called T-junctions (65,535). For all general optimization questions (which at your stage I would only worry about at an extremely fundamental level), you should probably check out @will2k's articles. They're great, especially if you (like me) have no clue what's going on with optimization.
Keep going.
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Hello people!
First off, I want to thank everybody for participating in the playtest on Sunday. From all the great feedback I received, I have picked out the following as the key takeaways:
Required changes:
- Reduce the number of corners that need to be checked.
- Reduce the number of paths ("SIMPLIFY!") and clean up some pathing directions / flow.(looking at you, B area and A underpass)
- give a first art pass to help with player navigation and sound differentiation
- Give Ts more defensive setup areas to stop CT aggression
The positives:
- Individually most areas seem to work, besides some corners that are too much. It was the many connectors that really created confusion. ("I've seen flanks getting flanked!")
- The rotations between sites were adequately fast and smooth
- "This feels like a map"
My proposed changes:
- Two options. One revolves around deleting the T to lower mid connection (that's what's depicted here). The other would be about deleting underpass. (My main worry about that second one, is that taking lowermid would give CTs absolute map control. That's obviously not great and why I think the first is probably preferrable.)
Along with these change ideas, there is three final questions I would love to discuss with you:
- How did you feel about engagements in A Main ?
- Did grenades feel useful on T-side? Was there enough setup areas?
- How did it feel to play in the middle spiral stairway area? Was it too connected?
Thanks everybody, I'm looking forward to hearing from you!
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I'll hopefully be able to check in with the map, once your workshop submission is verified.
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Heya people,
The playtest is happening tonight! And because none of you have spent as much time on this map as I have, I thought I'd put together a little something here to help you out.
The playtest is 9pm UK time (That's 8pm UTC and 10pm Central European summertime). I'm looking forward to everyone being there!
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Oh ok, it caught me offguard that the two paths aren't on the same height level. I didn't look closely enough to tell apart the colours.
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A Site timings look intense. Would you mind explaining how that works out exactly?
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Update: I want to register this map for a playtest at the end of this month, but before I do that I wanted to draw on all of your guys' collective wisdom in picture form. Three questions I want asking are:
1. What do you think about the new T-side lowermid and the paths to which it is connected?
2. Should the doorway from B CT-side heaven to skywalk be closed up?
3. Is A a good size? This is important because it informs the design of A Main, A Long and the mid-to-A stair chokepoint. (for this one you will probably have to hop in-game at: https://steamcommunity.com/workshop/filed…/?id=1693753275, there is unfortunately no way to really substitute that with pictures, but there are some included down here).
These are hopefully easy to answer questions with a big knock-on effect for how the map will feel and play in a playtest. I hope to iron these uncertainties out now, so that when the time comes we can make the most of the playtest. And finally - pictures:
Lowermid:
(And the connecting area between A Main, T mid and the outside path of Long A:)
A Site: