Ah yea thanks alot! Sorry for not editing the topic, but Hawkle already fixed it.
Posts by Roald
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A friend of mine (H4WKLE) published a new version of his bomb defusal map named fasthold. I've helped him a litle bit on the bombsites. Hawk have worked on some feedback and upgraded the visuals with some effects.
You can visit the workshop here: https://steamcommunity.com/sharedfiles/fi…chtext=fasthold
Only problem is the colorcorrection is not packed. Does anyone knows how to do that?
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Oh well @gleddez paint,gimp,photoshop or what ever could also work! Just uhmm it gotta be something which is easy to use for you and where u can easyly add, edit and remove things. For me that's a pencil and paper, I also like it because you can keep it on ur desk while working in Hammer so u dont have to minimize your screen all the time

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Its a good thing u thought about this and support your own ideas. And yea u should playtest it to see if it works like u want it to work and how players experience it. From this moment it will be adjusting and testing untill it works for you and csgo players in general
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I've post this on the newworld forums a while ago and never had a answer. I hope someone can pleaaaasseee help me out!
Hey guys,I made the map in dev textures and I had no problems at all.Then I did a litle bit of texturing, compiled the map and tested it ingame and all textures appears to be black.Only props catch a litle bit of light. Here is a screenshot: http://images.akamai.steamusercontent.com/ugc/4361110761…2AAB8571DB876E/Anyone knows what's the problem here? I use the following compile settings: FULL compile HDR OnlyScreenshot of the warnings: http://i.imgur.com/KyHRgRF.jpg
What I tried already:
- I got rid of the blend materials, compiled the map without any warning or error.And still I have black textures. - Tried to adjust the light settings, no difference.- I have alligned some brushes on the grid since they were massy.- Removed a lost spawn which wasn't placed in the air.- Got rid of a overlap in 2 brushes.- I have set all textures to 0.25 x 0.25 so there aint no strechted weird sized textures, didn't work.
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If I look at the overview the basement connector is gonna be a problem. It will be a pain in the ass for CT to hold mid. The angle of the basement to the midle is weird, CT will be suprised if they stand at the control room looking into mid. When they stand from A to mid, they have a better angle but will be very vulnerable from T spawn.
U maybe could fix this by making the control room closed and add a window, let it be a dropper / boostpoint or something. Like Mirage has really haha. This will also put more prevention for T's to backstab CT through the CT spawn. Maybe even put something they have to break what make noise to warn the CT's if they boost idk.. be creative

Another solution could be to remove the basement part and add the connector from B main to midle at the height of the text: (mid) in 'exhib hall (mid)'. or maybe a tunnel from this point to A outsite (so u walk below the midle to A). Tho I aint a real big fan of that, I had problem pulling this off nicely on my owns maps. But yea these are just ideas, Maybe u can do some with it
Edit: And another thing, the paths to B bombsite. I dislike the long path to the balcony, plz make main and balcony 1 path and let them split up at the height of the text 'Main'. Imagine when they rush balcony and a molotov gets thrown, u gotta run all the way back to T spawn and try something else. With this idea u can fall back and try B main or what ever, easier to split up aswell. It will make the map a litle more dynamic for T's
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Before working on a layout
Understand the game! I personally think this is really important to make a good working map. Do research on existing maps already. Give a good look at Dust 2, Mirage, Cache, Overpass and see what they have done with their layout. Understand the rules of mapping for CS:GO.
- There are always 3 main paths. 1 going to B bombsite, 1 midle and 1 too A bombsite. Most of the times the midle pathway is connected to the main paths to the bombsites, like you most likely see on all maps. Terrorists have control on these connectors and for CT it's usefull to rotate when the bomb is planted. Main path to the bombsite could split up in two roads to reach the bombsite. Always 1 main path and 1 additional more risky pathway. U can experiment with the midle like Overpass have done, that map uses two midles which also works nicely.
- Timing for both teams is really important. Make sure CT always reaches the bombsite first and got time to set up a defence and get in position, throw a smoke and so on. Rotation time for CT to reach the other bombsite should be like 15 / 17 seconds maximum I think. Terrorists reaching the bombsite should be like 15 - 20 seconds. For CT I should take like - 3 / 5 seconds to reach the bombsite. idk u should experiment with that (this means the maps becomes almost square).
- For the bombsites make use of crossfire. Example Dust 2 A bombsite. Terrorist can come A long and A short, they view the bombsite from totally different angles.
- Try to keep the map simple with it's layout, dont add useless roads. Understand that others wont understand the map as good as u do since you made it and know every pixel.
- Watch tutorials!! http://www.tophattwaffle.com/tutorials/ also 3kliksphillip has nice tutorials on youtube.
Pencil and paper
It already been said. Start making your layout on paper with a pencil. It's something that can take alot of time, u can delete and add things untill it feels right. So start with simple lines and when u got something u like go add details like Thewhalemen have shown in his post. In this state u should already think of the rules I've said aboth. Maybe also write down the timing the pathways should have, make sure u know where to add difference in height. It could also help to have a theme for the map already, find some pictures for inspiration and base your layout on that. I think realsm can make a map really strong! It should be believable and logic. So simple, realistic and logic is the key to a good layout I guess.
Hammer
Build your layout on paper into hammer using development texutures and nodraw. Make all the pathways and add simple walls. It's easier to work on a large grid, I suggest 16 or 32. When it's done, add some cover spots on the bombsite. Now go test the timings, I suggest to ask someone to help you. When the timings, pathways, angles, coverspots and everything feels right, go and test it 5 vs 5 in competetive mode. This progress takes longest, it's testing, adjusting, testing, adjusting and etc untill its perfect. That's in short what I do and know about gameplay and creating layouts
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Oke forget the post aboth,
First of all I should center the T spawn a litle. The map feld like I always want to go take the midle/B pathway. Pathway to A seems to far away.
I like the connector from midle to A, nice additional route with a other angle. Maybe move the connector a litle more to the midle of the bombsite (to CT side of the map) to increase the angle and use of the connector? That way it's more promosing to risk to go through midle. A bombsite seems to be alright. Maybe the litle tower from mid is abit OP for CT? Maybe make it to be a drop or what ever idk, pretty much routes to get in the bombsite right now.
I should also work on the midle, maybe simplefy it a litle bit and maybe add a larger shooting range? I kinda disliked all the stairs, while I love elevators and difference in height! idk what it is really.. maybe u made things too complicated idk.
For the B bombsite, I like the main path with the entry to the side of the bombsite. I should get rid of the litle door entrance thing and add the connector from midle to B as a alternative route with much advantage for T's again, so it's worthfull to risk to go through midle. And yea like u mentioned ur self, add cover there ;). And uhm prevent players to be able to plant on the fountain, it looks odd when that happends.
In general I like that both bombsite have different timings. B bombsite could be used for a T rush. Maybe also a thing u can work with to make the bombsites different from eachother is CT timing. Like u make a bombsite where CT and T meet in a few seconds and a bombsite which gives CT more of a advantage or push abbility. Maybe a indoor and outdoor bombsite to make a nice difference. And personally I like it when maps (and bomb targets) have a story. But yea for now gamepla, timings, angles, cover spots are most important I guess!
I hope u can do something with this

EDIT: Well yea maybe this overview helps to understand?
1. Center the T spawn
2. Move connector more to the midle of the bombsite. Maybe connect it with the upper window room u got there, make it more of a balcony? If u do something like I made u should lookout for the angle from the T entrance and a CT standing on it and seeing feets while T dont see CT

3. I should add the pathway abit to the left, center of the site and maybe block the space on the right. This way u have nice views for T when they enter the side. With my idea the connector doesnt really provide a real additional angle besides it's a balcony. Also the shooting range from CT to this entrance will be huge, u could find a way to block the view and lower the shooting range..
4. Maybe get rid of spaces like these, they dont really seem of use.
5. Connector from mid to B, lose from B main path. Having a really different angle now, different height, so much advantage for T's if they succeed.
6. Maybe make of this mid pathway a connector for T's to rotate. Can be cool to keep the windows to mid, so CT can get info. Not sure.
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Sorry I give feedback based on the overview, too lazy to check it IG atm.
Does both connectors from midle to the bombsite end up on a pathway which u can also reach without useing the midle?
From midle to B, It seems you end up in a hallway with a door entrance to the bombsite which also can be reached when you take the B main path from T spawn.
If this is what it is, then I ask myself the question why I would risk to go midle and use the connector, if I can just take a safe path for this additional route? Or you want to give the T's a advantage here and give them more control on midle?
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Yo what is your problem? I told u guys twice now to quit the discussion. The name was a accidant in the first place and got changed without a complain.
Whats ur goal to feed the discussion? You think you will reach anything? No you dont becoz people will either be with you or against you without reaching anything except maybe some egologic ideas about the fact that people may back u up and u can tell us your non important knowledge about stuff thats not relevant (anymore) to this topic.
So again guys stop the discussion about this subject. Go do what u guys do best and give me constructive feedback about the map instead. I thank you in advance!
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Quote from VorontsovDisplay More
3 hours ago, Vorontsov said: Picture 1: Could easily be solved by colouring doors that you CAN open, or by replacing the door models of those you can't open.
I will do so!
Picture 2: Additional cover or completely removing one or two hidey holes, like that round bar one at the bottom.
I will clip the bar and DJ booth. So u can still shoot through them.
Yea I had doubts about the many windows in the midle. It kinda feels not to take this pathway, while it's the midle and main path of the map if u look at the design and the way u get lead into the map. I think I'll close up the window at the left and right (blue and red room). Tho it offers a nice overview on the map for the terrorists. But I am not that known with balacing a hostage rescue map and etc so I have to test it in a playtest like u mentioned.
Picture 3: Enter the void
About the black stuff, idk why u got that. Maybe custom textures. Tho it I think I used dev textures there.. Mmm.. strange
The layout was clean and easy on the eyes, it looks like it would be a fun map to play. I don't know how the timings or encounters are. I definitely recommend playtesting this, before you spiral too far down into detailing.
I will request a playtest soon.
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Quote from Puddy
53 minutes ago, Puddy said: You have been trolled, my friend. And by extension, everyone here has been trolled too.
Did your Google searches not lead you to anything else?
Haha yep.
No, well I searched again and now by checking more pictures I see the fbi and stuff, but not at the moment. I was triggered by this picture: [Blocked Image: http://c8.alamy.com/comp/C5H1WN/people-gathered-outside-nightclubs-and-bars-in-norwich-uk-C5H1WN.jpg]
I think it's also a different club and as u can see I used the logo for inspiration and also the edge of the floors I used on my roof it's edge.
Anyhow now I am also feeding the discussion. But I do it because of the responsibillity I feel since this was not my intention. The crime that happend is terrible.
I would like to kindly ask u guys to stop discussing the moral values of the terrible things that happen in life, atleast in this topic. I have made this to recieve constructive feedback on my map and as I said I'll change the title of the map and ofcourse the logo with it.
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Yea i am in the train on wifi which sucks and dissapears each 5 min so I take a look later. But I feld to say atleast something. It was not my attention to bring so much heat on the table. I can feed the discussion since I dont agree with all and since this subject is way bigger then whats started right now. But I wont and suggest u guys to not do that either! I change the map to cs_beatz and it should be alright. Feedback on the map is welcome, ty
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I haven't read it all. I made this map based on the game SWAT4 since I loved the nightclub atmosphere. The map was cs_nightclub and someone replied on my workshop cs_pulse. I googled it and saw a nightclub with a same atmosphere. Got a idea to make a logo with a pulsed line and renamed the map. Idk about what u guys are talking about and whats up with that club. But I dont mind changing the map name. Tho I like the name (beat of music and hart beat of the thrill in this hostage setting). Anyone suggestions?
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Still working on them. And i get help on the designing part
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Hey guys,
I've decided to make a hostage rescue map for once.
I don't know the real mapping rules for a good gameplay like on a defusal map.
Tho I think the layout of the map is pretty solid.
I have made a interieur map which is a nightclub.
The map contains 3 main paths for CT to enter the building and 2 vent entrances through the roof.
The midle of the map (dance floor) is pretty open and contains a few windows, I am wondering how this more open layout will work. I am afraid it may be too open right now, so it's impossible for CT's to first of all use the midle path and secondly get away with the hostage. What do u guys think?
There aint no real details yet, only on the hostage rooms to provide some nice gameplay on there.
EDIT: removed some picture