How many grey streets do you see? I don't think it is very realistic. xD The brushwork is very good!
Posts by Panda
-
-
Quote from PK
will do panda, also here is my minimap also for right now it will be that untill i update it again http://gyazo.com/a5e70d55549d906f6dfdb7f3c6ac5bdc
Here you go......
-
Ok, keep working on your map and updating your thread so people can see what you have been working on. If you don't mind, could you send me a pic of the radar so I could make suggested changes.
-
Hi, I know this map is in early WIP so don't be too discouraged by all the improvements that i'm suggesting.
- You have got lots of paths that are just there for the sake of being there like the second path that Ts can take into A. I would just remove all paths like that throughout the whole map.
- The foilage in B site is not needed as it just blocks the view of the Ts and makes it very hard to take the site. CTs could just hide in the plants!
- Too much clutter in A site, it just creates more areas to check when taking the site. The whole are is way too open and should angles should be broken up.
- The timings are off as it takes Ts too long to reach a site, which is just 1 compulsory path they must follow. It will get fairly boring because they will only get into action after 12 secs of walking.
- Mid gives no advantage to Ts if they take it. Make it so that there are to paths coming off of the CT end of mid. 1 will lead to A site and the other to B site, the paths should lead them almost directlly onto site.
- I can tell that you have copied palace from mirage in your map. Use something that is different.
- The radar is completely off the actual paths in the map.
-
-
-
-
****UPDATE****
Once again I have changed the back of B site. I had feedback saying it was too open. This created really long awp angles as well as the pit being useless. I made a raised platform which cuts the long lines of sight significantly. I have also removed the pit.
View from T mid - Raised section
View from T path - Lowered section
View from entrance into B site - Raised section
I have made changes to the entrance into B site and made it so that there are angles in which T can pick a CT but are vulnerable from other places.
View into B site
Thank you Quoting for the idea! Please feel free to give anymore feedback on the map, it is much appreciated.
-
Quote from RiddersDisplay More
The lighting seems really dark and dull, I don't know if you want to brighten your light_env slightly as it will help to liven up the colors.
Some of your brushes need refining or replacing with props, the barrier on the top here and some of the roofing and the windows needs to be refined as you go along.
[Blocked Image: http://puu.sh/j3BEM/e9316eccc6.jpg]
If you're not already aware, THIS is really useful for skybox settings!

Thanks for the feedback. I used that list (I chose cs_baggage_skybox_ ) and used the exact numbers. I will make it brighter anyways to see what it looks like.
What do you mean by "needs to be refined". I'm not really sure how to make props at the moment.....I'll look into it because it will cause some problems as there are so many brushes.
-
Quote from Ridders
Thank you for your feedback!
It's always nice to know someone appreciates my brushwork!
I'm just kind of playing with ideas in my head at the moment, and with the way I work I end up having to detail things or they agitate me. I will try and tone down my OCD tomorrow!
Be as OCD as you want xD but don't get carried away.
If you want I could help with he layout design. It may take like a day though.
-
-
-
Can you post the screenshots in the actual thread because it's quite annoying having open a new tab to look at a picture. Also, Layout please!!!!!
- It looks very open from looking at what you gave me. I may be wrong but that is all I can see from the screens.
- The texturing looks very plain and unappealing. Try using different textures to make it more interesting.
-
Put the radar on your thread.....I can't give you feedback if I don't even the layout to look at.
But from what I can see, it looks like you can shoot through the whole map.
-
-
-
The texturing looks really good. However, the layout looks slightly odd because there is no definite mid and it would be quite hard for Ts to rotate. I will look at it in game and give some better feedback soon.
-
Quote from Upperdawg
Thanks Panda! Yeah, it's a mid-heavy map and making it hard going through the connector onto B is my idea of balancing that out. It's not recommended to do a full rush-train through it since it's easy to smoke off and there's lots of angles to check when you enter.
Yeah, the radar is actually from an early version which I stated in the OP. That'll be fixed as soon as possible. I agree on the timings still being off I'll look into that. What site do you mean is the worst?
Thanks for the feedback

The one to the right of CT spawn.
-
Quote from Upperdawg
Just updated with a workshop-link and some screenshots. ANY feedback is greatly appriciated.
Workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=460986758
WARNING: Don't check optimization on my map yet.. your eyes will bleed. :lol:
Just looked ingame. It is looking pretty good already. The layout of B site is really nice (but I think that as soon as T taked mid, which is quite easy, and go onto B site it will fall very quickly because CT have too many places to cover) and I like the feel of the map.However there are some things to improve on:
- There is a problem with the radar in the mid connector to A
- A site feels quite claustrophobic with all of the cover (lots of angles to check when entering the site)
- When I checked the timings for the sites they were slightly off because by the time CTs had got onto the site the Ts had just left the entrance into the site so I would move T spawn slightly back (the choke points are on the site) xD
-
This is my first map. I would greatly appreciate any feedback. However, im not too fussed about the texturing etc. just the layout at the moment. There are some bugs with wall heights etc. so don't worry about that(the floor in CT spawn is messed up).....they will be fixed in the next update. Also I will have the radar soon.
Workshop link:
http://steamcommunity.com/sharedfiles/fi…archtext=de_ski
There is a problem. When you walk away from the big building in CT spawn it disappears. I have an idea that it has something to do with too many blocks. Please help me!!
A site
B site
Back of B site
Path to A site
The content cannot be displayed because it is no longer available. T spawn
CT spawn
A very rough version of the layout for you to see. Red circles are choke points.