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Posts posted by esspho
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Hi there!
I'd like to call one of thursday's slots to test twinstar again. Overall I'm interested in opinions on these questions:
- Does the layout match tactical gameplay? (Since there were some concerns)
- What do you disklike most?
- What do you like best?
- Is the map fun?some weird textured screenshots
Hope to see you on thursday.
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looks awesome!
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is there a hurt trigger attached to the kart?
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Yesterday's playtest was fun (although i didn't stand a chance).
The last version i played (v50 i believe) fellt like a maze to me with brown walls all around and little orientation points. You got that covered by now and it works well in my opinion.
I saw two minor things during the test:
this one is obvious but i post it anyway:
the other thing was this lamp. it's flickering when you move around (looked like a sprite issue):
i think that bagra hits the spot for most cs players. maybe you could do a little more optimisation and you're good to go
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in french a street section is called défilé (i think). so maybe de_file?
anyway, great work! i really like the layout.
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looks pretty solid. i'll try to make the next playtest.
i noticed there is another map called de_plaza on the workshop and just wanted to tell in case you didn' allready know.
keep it up
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good effort!
unfortunately i don't have enough sparetime for now to enter a competition
but i hope you get enough submissions and votes.
in which intervalls will there be competitions? Do you organize it by yourself
(picking themes etc.)?
So good luck with it. i will stay tuned.
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@ octopump: saw this on polycount earlier. you're far ahead of the competition imho.
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maybe add a closed door or something to this bridge:
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About your map esspho (de_twinstar_a2). As i told you, i think it's currently an excellent deathmatch map, because it's kinda small and has lots of short paths that allow you to easily get around ennemies and kill very quickly a lot of people. Also i think that this is going to be beautiful, it's a great start.
But if you want to make it more like a serious bomb map, maybe you should change things, starting by deleting some paths.
This path has 2 issues : it makes the other path (with the conveyor belt for seeds or garbages i don't know) useless and it allows CT to rush immediatly the middle at the terrorists positions.
This path is also not needed, terrorists shoud be able to climb in the middle if they want to rush the middle, so they don't need it. Also, counter terrorists can jump from the middle catwalk.
It's true that terrorists must be able to rush the middle but this thing makes it too fast and easy for them. Instead, put some crates and stuff on the ground to let them climb and reach the CT position.
This path is also something complicated that doesn't really make things more interesting. Instead of it, you can make a recess in the wall with some obstacles to make some covers in order to defend the bombsite.
I'm not completely sure with this one but i think it's not really needed (because it's possible to access the corridor behind with the path on your left or the one from the bombsite B).
Here, there are 2 ways to get out from the corridor behind, i don't think it helps and it makes things more complicated as usual.
There are also a lot of tight paths that you should enlarge, keep in mind that in any paths players should be able to run with at least 2 or 3 players easily, without getting stucked. So here are some examples of tight corridors :
There is also that sightline that might be overpowered in my opinion, maybe you should make it smaller.
That's it for today, i hope it helps !
wow thanks man!
this is REALLY helpful.
the deathmatch-character showed especially during the warmup imo. i'll look at the mentioned shortcommings and try to change the gameplay
to a more de-ish style.
thank you for taking the time
DE_Twinstar
damn, the first iteration was gigantic, the second now is kinda small, very interconnected and terrorists can swarm out and push the CT's in like 5 seconds, it really felt more like a fight yard (fy_) map than a defuse map. I would suggest to put the T spawn further back and close off a few routes to make it work. Otherwise it was a very nice setup and already showed how beautiful it's going to become.
moving the t start sounds like a good idea. thanks for playing everyone!
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what's gonna happen when players reach the end? bloodhound-pickup? elevator ride?
overall it looks rather short playtime wise (not a bad thing).
since you seem to have a scenario - what kind of environment will it be?
looking forward to a playable version.
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>mediafire
>not steam workshop
>2013
>being this retarded
... you may have a point there.
i was planning to upload it to the workshop after another playtest.
I'll get to this when i come home.
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Can we squeeze de_twinstar_a2 into one of the next playtests?
The layout got some and i'd like to hear / see what people think about it.
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really funny classic with cool shots of artdeco skyscraper miniatures
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why would you leave out the de?
judging by the names of popular community maps on the workshop
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a revision of my wip csgo map named twinstar (obviously you leave out the 'de_' nowadays)
after the first playtest some time ago i took the basic elements, rebuilt them in a smaller scale and rearanged them a bit.
screenshots: http://imgur.com/a/2EQwE
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that looks nice. i would like new alien swarm campaigns a lot.
post screenshots once you got started.
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some places are really narrow - especially this part:
but like you said it could be better in 5on5.
also i wonder if cts should be able to do this:
it could be too much of an advantage i think.
overall it was really fun. but it could use some variations in the height of buildings (some could be lower). -
Future Cop: LAPD
Second that.
I played it a few weeks ago. It's really fun.
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looks awesome and plays really good.
i like the overall density.
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i'm really happy that so many people showed up and gave twinstar a run. to sum up the feedback so far: IT'S TOO BIG!
stupid me: i was kind of thrilled to see real people play the map for once so that i used the team chat all the time.
I'll try to get a new mic for tomorrow's test.
so thanks again for playing
[cs:go]de_twinstar
in Level Design
Posted · Edited by esspho
I'm working on a defusal map set in an african mining environment.
Terrorists plan to disrupt the operation by destroying crucial machinery.
layout
t-start
ct-start
bombsite A
bombsite B
boost area in mid
conveyor area
silo area above mid
jungle
jungle concept
My main concern is about the layout. The previous playtest showed that there where too many connections
so that the gameplay was more ore less deathmatchstyle.
Since then I cut some routes and widened the remaining ones a little bit.
The current version (a3) can be found here:
Steam Workshop
I'm curious about the latest playtest's feedback and any thoughts in general.
Cheers!