I think that A site needs to feel more important and unique. Right now it feels like another connector or open area. Maybe add something important that is getting bombed like a statue or important building. It should be distinct from the rest of the passages. Otherwise, interesting geometry and a clean +pleasing T spawn art pass.
Posts by Interfearance
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@SmityHead Cool dev texture. Is that a custom one?
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@mEkbOk TY. Although remember take feedback with a grain of salt. If u dont like it then revert back, its just my opinion
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@Levelboi I love the Roman elements like the statues. So far I haven't seen a map that uses them!
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@blackdog A word of advice: sleep as much as possible. Even though I know the exhaustion is partly mental, it helps with that too. Also congrats on the baby! Have you decided on a name?
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@fewseb I like it when they merge new and old; for christs sake you can play as a monkey, realisticity is not on Blizzard's radar. However, what I dislike is when they go too far to one side of the mix of generations like the helicopter pad in the final shot. Also Blizzard is super uncreative when it comes to having excuses for things to be where they are, reusing roads sandwiched closely by buildings over and over again for payload. In terms of actual map design Blizzard is very call-of-duty esque, leveraging the tried and tested formula over and over, never pushing the envelope in fear of community push back:
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STRIKING RESEMBLANCE
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Quote from blackdog
On 4/17/2019 at 5:42 AM, blackdog said: I have that video in the watch later list, I’m curious.
My thoughts from the one competitive match I managed to play, is that Vertigo is great as Wingman map, but sucks for standard 5v5. The bottlenecks remind me of Aztec. It just seems a big brawling map. I got more kills spamming a completely smoked off A-site than anything lol.
Yes, I definitely feel as if they could do away with some connections (e.g. elevator room to mid opening) to reduce the chaotic angle counts. Right now, the whole CT controlled area feels like 2 huge sites because of all the connections. In terms of spamming, there is lots of cover on each site, so that's prolly just players who don't know the map, like most people I faced in mm.
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@TECHNICKER Thats nuts I'm from there too. Sounds like a good idea!
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@RA7 Maybe you pimped the streets too much
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Interesting idea, but I feel like the 4 choke points that this underpass makes spreads the CT's too thin for a map of this size, where playing intermediate (in between) positions is not viable. Maybe keep the underpass and make it a full fledged mid, removing the other one. You could also make connections between mid and underpass, giving them each less connections to the rest of the map. Definitely impressive and exciting to see a beginner mapper who strays from the 3 lane design. Non-standard maps are the ones that catch peoples eyes and change the game (vertigo, inferno, nuke). As for the theme, it is quite a lazy one XD, but I don't think you will be hard pressed to find a theme that incorporates a large underground space. Here is an idea: Underpass is a train station in a historical city (narrow streets), and the sites are spacious historical buildings, or maybe more modern offices blended with older buildings. Here are pictures of historical Prague, a good mix of new and old:
Spoiler [Blocked Image: https://briefhiatus.files.wordpress.com/2012/08/prague-czech-republic.jpg][Blocked Image: https://static1.bigstockphoto.com/2/8/2/large2/282634456.jpg]
Here are subways from the same exact city, some in this historical district (I've been here):
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@mEkbOk Ok I meant incorporate into the map so it isn't just dead space or a huge save spot. This is hard on a map like nuke, but especially easy on a 4 square map where you can distance all the paths with no drawbacks. To draw it is really hard without changing the map so I will use crude paint sketches of the pathing:
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@Minos I'm most interested in seeing what scummy way they find to monetize the game into the ground.
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Figuring out the stupid (but not really that broken) spots they used on my own was so gratifying. This map feels so good now, and it forces the CT's to move away from the standard configuration (2a, 2b, 1 mid). Also the rotation speed being nerfed by the noise makes it interesting because walking makes it like a normal rotate so you can choose. Using smokes to change the map and essentially create new rooms is also pretty sick. Thoughts?External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
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I think you should implement t spawn into the map more, because right now it is just a boring long corridor. Also I think the layout needs to be slightly more interesting because it is just a carbon copy of Dust 2 or any other 3 lane, 3 chokepoint map right now.
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i think imma commit a crime to get into this man's court room
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@fewseb Thats cool I never knew they used rebar for stairs
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I fixed some typos and grammatical errors on the Station page.
When Valve released the new Wingman game mode for CS:GO I immediately rolled up my sleeves to think of a fun "out of the box" map. After all, thinking about gameplay and how to make it fun and interesting is what I enjoy most about Level Design.
For Station I used a two layer layout for many reasons. Since it’s a 2 vs 2 game mode I aimed to create something simple but dynamic simultaneously. The bombsite had to be something intriguing, and what’s better than blowing up a pillar right below a train station?
My original concept was a map with two main routes that split into more paths, accessed when the attacking team succeeds to push and gain map control. The defending team has to decide which tactic they are going to play: more defensive or aggressive. I have thought a lot about timings, sight lines, combat points, rotations and map flow.
Untor Morozov is working with me and is responsible of the majority of the environment art. The final screenshots (after the overview) showcase my graybox version.
Also I would suggest making the title a steam link on top of the existing one, as well as adding an environmental artist field to the rest on the bottom. Furthermore, add some dead space beneath the text so the steam link doesn't immediately disappear when you scroll very slightly downwards. Otherwise it looks pretty clean. I can do more edits if you would like.
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@UNREA1 I have a suggestion: make the positions that approach T spawn more and more disadvantaged the closer they are, with the helicopter pad being completely CT sided (maybe overwhelm them with angles by lowering the pad). This will encourage a T push to hold the nice spots and make a fallback viable but punish it by providing worse cover.
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@neptune Looks nice, but how does this map even work in CSGO.
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I am confused about this mode because I don't see what the terrorist motivation would be to push, and also I wonder how often the rounds are won by an extraction.