I'm about to graduate and me and my girlfriend and are finally moving in together, after 2 long years of long distance relationship! ![]()
...and I found MapCore! Score! :v
I'm about to graduate and me and my girlfriend and are finally moving in together, after 2 long years of long distance relationship! ![]()
...and I found MapCore! Score! :v
You should probably use light_environment to get some even lighting all over the level. As jackophant said, it's a bit dark even with the other light entities.
Quote from laminutederireI don't know there are players like me who broaden the range of players on mapcore
but I am one of the rare silver elite master to have headshot high ranked players during playtests
Problem is that I am happy with everything excepting mid which need a revamp to play better, and a minor change to main B, but that aside I really don't know what to change
Can you give us an updated overview of the current layout?
Quote from laminutederireif I use the feedback provided here, I should design the map for the top 25-50% players, since there are not really bad players on playtests for instance!
in the meantime I don't know what to change, no bots have ever arrived to the bombsite at the right time because they are all so fucking dumb... but I don't know if it is a symptom of a too long rotation time, or if it is solely the result of them running around T spawn then taking the longest route to the other bombsite, then taking the longest rotation path and arriving in the last 10-5 seconds..
Top 25-50% sounds better, even though you can probably go even higher.
As for bots, don't use them as a reference on rotation times, they never run with their knife out and never take the fastest route. Run around yourself with your knife out, time the rotation from one area to another and try to get a picture of how the map will play by yourself ![]()
Don't design your layout with the top 1 % in mind. If the level is accepted by the normal community (without extreme exploits) some people will take the map and play it competetively, if that happens you'll see all types of exploits/tactics emerge. It is then up to you if you want to patch these out or if you think that it enhances the depth of the map ![]()
Again, use nodraw on the textures ontop of areas that players can't see anyway, it helps us the see the overview more clearly and it's good practice on easy optimization.
One small thing about the A-site. If you're supposed to plant in the slope the bomb will always look like its' hovering in the air, doe to the CS Go bomb always being planted flat on the ground. Not a major bug, but I think working within the game's limitations from the start is a good thing.
T-spawn (left on overview, right?) looks lazy to be honest. They just run around a building to arrive at the same entrance? I'd rather see a split in T-spawn so that T's immidiatly has too make a decision on where to go.
I know this is early in the development cycle, but try to develop a theme as well when building. No major detailing, but some blocks that actually looks like buildings would be nice. is this supposed to be a bakery? This bakery must be huge! ![]()
And last but not least, use boxes! I know it will make your map look like a warehouse-looking area, but they are easy to replace and gives the map some cover from day 1. The map looks very empty at this point.
So, which team do you guys want to win Cologne?
I'd love to be a game/level designer one day ![]()
I can understand the changes, but I'd rather keep it as it is, only because I hate terrorist spawns that just have one route which you have to take no matter where you're going. I'd rather have a choice in where to go as soon as the freezetime expires ![]()
Quote from Squeebo
A few things came to mind just from watching the overview.
The maps looks goof though and has some interesting architecture ![]()
Quote from afallensentinelWith knife out, it takes about 17 seconds to reach A-site from T-spawn, 15 to reach B. 9 secs to A from CT, 7 to B. Note that this only counts the second you step inside the room, meeting points should be somewhat quicker.
And yeah haha, I hate scaling maps, even now some ceiling seem a bit high and corridors too long, the map itself is inspirated by the likes of Agency and Resort.
Here's in-game overview: (no much lighting yet
)
Here is some things I spotted right away. If you feel like they are wrong assumptions then ignore them. I can't really tell how the map plays, I can only speculate ![]()
Quote from OverdozizHey guys, first time poster here. Currently working on my first ever map that's actually found its way onto the Workshop. It won't play great in CS, but it's a nice way to get used to working with Hammer.
I recognize that map! You probably should have told people that it's based off of a multiplayer map in Halo 3 ![]()
It looks great and might not work well for defuse, but Arms Race and Demolition could work out great!