Posts by Panda
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The layout has too many long angles for awpers. I would make some areas larger because it looks very narrow. Mid serves no purpose in the map at all as it is just a long corridor that gives no reward for the Terrorists if they take it. To fix this just make the map shorter and make corridors wider to make the map more interesting. Your map is not bad, I'm just suggesting things to improve. From looking at it ingame the left path from T spawn to the site is too long (24secs) however the other site is average (13-14secs). To get to mid from T spawn you need to walk for 8 secs whereas CT have to walk for 4 secs. Also rotate are too slow in my opinion at 25 secs from 1 site to the other through mid(dust2 is only 18-20). So I think you should work on your timings.
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I'll check out the workshop map as soon as you put it on.
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Ingame it does not feel too bad however I would remove the furthest path to A as it has no purpose. And any others like that because I just makes the map complicated and people can get lost like I did. The texturing is quite bland......try making it like A site which wasn't that bad.
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****UPDATE****
I have changed a bit of the layout in T mid and the back of B site from some feedback. It is also much more open, tell me if you think it would play better. I have also textured some more of the map (only areas I think don't need changing). If anyone has anymore feedback about the map I would love to know.
A ski resort in the Swiss mountains has been targeted by a group of extreme environmental activists. They want revenge on the ski resort for polluting the natural sorroundings of the mountains. Already successfully blowing up the ski lifts, which caused an avalanche to envelope the western side of the resort, they set out to cause more damage by going for the hotel and a shopping square. A small police force has been sent to prevent any more attacks.
This is my first map. The map is currently in it's early stages of development and a lot is due to be changed once I can get it playtested. I would greatly appreciate any feedback. However, im not too fussed about the texturing etc. just the layout at the moment. Also I will have a good looking radar soon.
Workshop link:
http://steamcommunity.com/sharedfiles/fi…archtext=de_ski
Screenshots:
A site
B site
Back of B site
Path to A site
T spawn
CT spawn
CT mid (the theme will be changed to fit the map)
T mid
Layout
Layout (timings) - Green circles are choke points
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So the two bombsites are on top of each other?
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Quote from y-man
I added some color features to the radar to highlight paths, underpasses and interior space and put it in the first post. I hope it helps to orientate yourself.
Yeah I know there is not much cover on some paths, I will look into that!
What do you mean exactly by detailing? Things like decals, sutucco and props or more architectural?
I'm guessing what jack means by detailing is brushwork on buildings and how you use textures in the map to portray the theme of the map.
The main thing I would say that should be improved on your map are the paths. For example. The paths that CTs must take to both bombsites, from looking at the overview, doesnt look interesting. Instead of being straight lines I would make it wider and change some angles. I havent seen it ingame so I'm not sure if it looks different