congratulations!
its sad that there is no coop mode
congratulations!
its sad that there is no coop mode
I like this new nuke design, very cool indeed, but i think it could be too T sided now.
I dislike that they ruined the Nuke jump, especially with this overpowered extended catwalk.
Its sad that de_neutron didnt make it.
cs_cruise doesnt look finished! not ready for an operation.
i cant help you with this problem, but ive got other ideas
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[Blocked Image: http://images.akamai.steamusercontent.com/ugc/3122424324…6E716CB712F11E/]i dont like the entrance to b as it is now, because you dont know what to do and you will end being killed from behind too often. i think the way it is in the picture above would lead to better gameplay and more options for good teamplay.
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this area feels uncomfortable, maybe a second door could help, but the long concrete wall above might be the main problem.
[Blocked Image: http://images.akamai.steamusercontent.com/ugc/3122424324…B97A9E1CBB3930/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/3122424324…37EADC8C465D7A/]
i feel uncomfortable in this middle area, if i leave the connector. there are so many angles to watch. i could see a path in the middle before i leave the connector and i could watch the right side when i leave.
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this bar at ct spawn destroys your nice ceiling.
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i would lower this concrete at A (obv you could add some flowers there if you are ready for a release, remember - you need more colours :D).
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it feels bad to hold A, if you stay behind the counter. these crates dont fit. but i have no better idea atm.
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if this would not be symmetric, A could be more interesting
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i feel insecure when i hide behind this box, maybe 4 more units would be enough.
dont forget to add your map to the mapcore playtest https://migrationtest.mapcore.org/topic/17116-ma…playtesting-40/
Hi Søren!
Same as de_outback: i thought that its sad, that you got no feedback, heres mine: (maybe you can also give me feedback, when i am able to create a thread for my map ^^)
I cant tell you much about the gameplay, because i tested this map alone, but i liked many ideas you had and i would have liked to play a match on this map. it looks like it could be fun.
QuoteDisplay MoreAfter i played the map, i read that you are a professional level designer, so maybe my points are nothing new to you, but i hope i can help you a little bit.
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it looks very awkward to use such a long steel beam. id try to change the direction.
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I thought i could enter this area, when i first saw it. you need to add sth, to make the glass more visible and change the rotation of the glass. it looks awkward combined with the floor.
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add window frames to all windows.
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a reserved pattern could help the carpet
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this logo should be as high res as possible, because players like to jump around it and it catches the eye
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the curve of this bench needs more points, it looks blocky
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this brushwork is awkward, but im sure youll find a better solution here and for these shadows in the water
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this corner at B is bad, you dont fit in as a player but youll try to hide there, because there are only some pixels missing for you to fit in
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Remove this sign and the second one at b. it doesnt fit here, especially when the stairs lead to one main entrance of the building
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this part looks good outside but i think it looks a little bit unrealistic inside with the white wall.
everything is too grey outside. add more colors. dont forget to clip the stairs.
in summary i really liked the map. it has a huge potential.
Hi,
im still new to the forum and i thought its sad that you get 180 views but no feedback for your map. I wanted to create a thread to show my map in the coming weeks, but i would be sad if i got no feedback, like you.
we could stick together if nobody else is helping and you could give me feedback for my map then, too.
So, heres the my review:
- I cant see the "a ->" sign from every spawnpoint (ct spawn)
Both Bombsites have only one train for cover, and no height difference.
You can boost yourself on the trains, but everybody can see you and you have no real cover there.
Thats playable, but it would be boring after some rounds.
Maybe you could change the setting from one bombsite.
Its okay if you see a train from both sites, but it could be boring if you need to hide behind a train at both bombsites after you planted the bomb.
I know "de_train" does the same, but it has much more interesting height differences and places where you can hide behind the site, in the tunnels, where no trains are.
Nearly all ways are wide and long. Its hard for people without awp/ak to find a solution except the green hallway.
If youd give the outer way to "A" a little bit more cover, it could be a second option. But im not really sure if its needed. A playtest should look at this.
I think an awp player will love this map a little bit too much, especially the main entrance to B has a very long view distance to the windows.
If you have one awp in the B windows watching B Main and another one at/behind the train the train, watching the green hallway the spot is completely closed.
Mid view from CT side looks boring. Maybe a high structure could help the eye at this point:
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In summary I would try to add a more height difference especially at the bombsites and narrow some ways a little bit. I like the way from the water to the green hallway and the option to go to both sites.
btw its called "form follows function". form is not function! dont try to stay very close to reality. i know the outback is flat, but a cs map shouldnt be close to reality. real places are not really good defuse maps. i hope you liked my feedback and you agree in some points.
hi, im new to this forum.
can everybody simply connect and join a playtesting?