Now, about the map!
Thank you so much for playing and sharing your thoughts, I really appreciate it!!
I gathered all the feedback not only from here, but outside MC as well. Here's what came up the most, and what I plan to do for each:
"Underground area doesn't fit the style of the map."
So in terms of themes, I really like environments that clash 2 themes together in a harsh way, and that's what I am going for here. But perhaps these 2 themes are too contrasted though...
It had a "dirty industrial" look for a while, but it didn't feel very good... more like a scary ugly place you don't want to be in. I want both sides of the map to be as cool and appealing, only in a different way.
One possible solution I'm thinking about, is changing the theme for a more stony/sandy "ancient" underground theme, using mostly the Dust2 set. I'll try it and see what it feels like!
"...Remove the underground space and put bombsite B somewhere else."
Well, that would be like deleting 40% of the map. Having an underground area was part of the initial ideas/constraints for the project, and making such a change at this stage of production would pull the rug under the castle of cards...
In other words, one of the main motivations behind this project is to do 3D level design, because I'm not a fan of those flat, "extruded top-downs" maps... Simply put, I like Nuke a lot
I'm siding more towards fixing it, than scrapping it. Maybe we can go into more details, and fix the small problems one by one...
"There are way too many angles to check and it's literally possible for the enemies to come from behind."
The level flow is actually very typical... but with a twist, literally (it's kind of weird to look at, but basically look at how the connections are the same):
However, there are 2 extra connectors that I added and probably shouldn't have (I don't remember why I did that, I know I had a good reason to do so...):
The little vaulted tunnel that goes from Chokepoint A to Alley
The fact that Chokepoint B is linked to Staircase room... it shouldn't be
I think that if I remove those it'll simplify it a bit, and feel closer to your typical CS map. I'll try it and see what it feels like!
"Map is currently way too big"
It was actually smaller a long time ago, but when I saw that the spawn-to-chokepoint time on official maps was bigger, I decided to add a few seconds everywhere. Spawn-to-Chokepoint A is 10.5s for both teams, Spawn-to-Chokepoint B is 10s, if I remember correctly.
I agree that shaving 1-2 seconds there would be great. I might be able to make the spawns a bit closer, I'll see what I can do about that...
"Rotation takes too much time"
I totally agree. The biggest mistake I made during blockout is that I forgot to initially plan for a rotation paths, since I had no idea how CSGO worked (I still don't, tbh)
Right now, the rotation route is 14.5s and I wish it was around 11-12s. I could also be more intuitive, because I think the optimal route isn't readable enough. It is:
(A -> Alley -> InteriorHouse -> Jump through window -> Stairs room -> Connector -> B).
The solution I'm thinking about, and it will be the first thing I will try, is to create a path through the Bombsite A tower, I like an interior space with a stair and a basement, that leads down under the street in mid. So it would cut a long detour:
"Stair step are too high"
The reason why I made them that high is because it worked well with the grid. Also those steps are actually really big on the references I'm looking at. But I totally agree they could be shorter if it feels more natural, I'll see what I can do!
"...water texture doesn't seem to be packed right. It appears black."
Will fix this asap!