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esspho

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Posts posted by esspho

  1. I'm working on a defusal map set in an african mining environment.
    Terrorists plan to disrupt the operation by destroying crucial machinery.

     

    5jSD4GZ.jpg

    layout

     

    xcjAgY4.jpg

    t-start

     

    iaOlmfG.jpgct-start

     

    81qjOZv.jpg

    bombsite A

     

    uIcMlJH.jpg

    bombsite B

     

    QEaxTX7.jpg

    boost area in mid

     

    3BbaH7M.jpg

    conveyor area

     

    1i20p21.jpgsilo area above mid

     

    3W4Bogn.jpgjungle

     

    TkKJym2.jpg

    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!

     

    fRRLv19.jpg

  2. 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:

    G1HMGkf.jpg

     

    the other thing was this lamp. it's flickering when you move around (looked like a sprite issue):

    g3GzQ6U.jpg

     

    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 :-D

  3. 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.

     

    suppr1---copie-423db12.jpg

    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.

     

    suppr2---copie-423db18.jpg

    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.

     

    suppr3---copie-423db1c.jpg

    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.

     

    suppr4---copie-423db1e.jpg

    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.

     

     

    suppr5---copie-423db27.jpg

    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).

     

    suppr6---copie-423db2d.jpg

    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 :

     

    elarg1---copie-423dd11.jpg

     

    elarg2---copie-423dd19.jpg

     

    elarg3---copie-423dd1f.jpg

     

    elarg4---copie-423dd23.jpg

     

     

    There is also that sightline that might be overpowered in my opinion, maybe you should make it smaller.

     

    coupe_mid1---copie-423dd51.jpg

     

    coupe_mid2---copie-423dd55.jpg

     

    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 :cool:

     

     

    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!

  4. 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.

  5. some places are really narrow - especially this part:
     
    bUw8E2o.jpg
     
    but like you said it could be better in 5on5.
     
    also i wonder if cts should be able to do this:
     
    x61MvdW.jpg
     
    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).

  6. 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

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