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text_fish

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  1. Like
    text_fish got a reaction from 'RZL in MapCore CS:GO Playtesting 4.0   
    OrnateBaboon, I've been looking forward to playing that map since you first posted shots. I know some people think the Italy assets are overused, but when they're overused that well I don't mind, and that's the first time I seen them mixed with the gothic elements so good work there.

    Layout-wise, there was one connector that I found a bit too right-angley. The one leading from T's left-hand route back to the lower part of mid. You could simplify this path by making it a V shape instead of a U shape without damaging timings, seeing as it's a pretty dangerous route to take early in the round anyway.
     
    Visually I think the easiest option is to stick with the warm version, but the snow did look really good in some areas so with a bit of work you could pull it off. It may mean you need to lose the palm trees completely, or make a few new assets to tie them in to the wintery setting.
     
    There was a clipped doorway on the route between the bombsite with the climbable crates, and T-Spawn which could do with a gate or something to show why the player can't get in there. Also, on the T route to the other bombsite, near the U shaped connector I was rambling about there are some very low barriers blocking scenery parts of the level. I realise it's just scenery, but if it looks like it should be reachable a lot of players will be annoyed that it can't, so maybe use higher barrier props, or add some barbed wire or something.
     
    Anduriel, I loved lost temple in source so I was pleased to play it again in CS:GO. Are you one of the original authors, or did you get permission to port it?
     
    I don't really like the addition of the connector in middle. It essentially connects to another connector, so it feels a bit superfluous and it undermines that midway point that the original did so well, whereby it really felt like the two teams were clashing along a straight line cutting through the middle of the map.
     
    The scale of the map seems to have changed a bit as well. I guess the Source version could probably be badly spammed by molly's so that seems like a sensible decision, but I think the swamp route could be made a little narrower for more interesting grenade action.
     
    Thematically speaking obviously it's difficult to tell where you're going as it's mostly gray box, but it seems like you might be doing a more Roman/Greek temple than the old tropical/Aztecish one?
  2. Like
    text_fish got a reaction from KOLARI in MapCore CS:GO Playtesting 4.0   
    Kolari, I really like DE_Tibet. Sorry I climbed on the roof. Clipping issues aside, the layout made a lot of sense to me. I think the mountainous skybox helps to orientate the player in the world, so it was pretty easy to learn and navigate even without lots (or any? I forget) of signage. The only frustrating point for me was the CT approach to bombsite A (I think ... the one on CT's left-hand route?), which either needs more cover for the CTs as they come out of the little house, or a quicker way to counter T's rushing by lobbing grenades over the wall.
     
    Cincinnati, I realise you're not looking to change much geometry-wise in de_disruption but there are some big improvements you could make with minimal effort:

    -Block off the long dead-ends with fences or something. Namely the long corridors near the underground bombsite. Not only do they give attacking players too many dark corners to check, first-time players will always be put off by having to turn back on themselves to return to "the action".
    -On the big staircase with the orange walls, fix the B arrow that points the wrong way. I get that it's a passage that's been narratively blocked off so in the real world the signage wouldn't just disappear, but it's frustrating from a gameplay standpoint.
    -Make the strip lights in the underground bombsite in to func_illusionary or clip them off so that defenders can't perch on them -- it's just one more awkward place to check in an already complicated space.
    -T's start out in that really long canal path followed immediately by another quite long sewer path -- maybe break them up a bit with some more corners so that it doesn't feel like a really long trudge.
    -There are lots of neat little holes to shoot people in other areas from, but perhaps a little too many. Options are great and all, but it will always feel unfair to get shot by somebody you have barely any chance of seeing. The most irritating one for me was in the afforementioned big staircase, a little square window on the right-hand side as you go up. The one at the top of the stairs leading down to the outside bombsite seems a little unfair as well, especially given how far away it is from the areas it covers.
  3. Like
    text_fish got a reaction from OrnateBaboon in WIP in WIP, post your level screenshots!   
    I also prefer the warmer version and I actually think it's more readable because it has fewer decals and blends, and softer contrast.
  4. Like
    text_fish got a reaction from borgking in MapCore CS:GO Playtesting 3.0   
    Fun map borgking. Here are my thoughts so far:

    The bombsites and the curvey tunnel both have really interesting game-play opportunities (I like all the corners/cover, they encourage careful attacks) but I feel like the bland mid-sections of the map draw action away from them. For instance, the big room with the orange boxes seems quite superfluous as anything more than a connector, and as such should connect areas faster. Maybe you could get players down in to the tunnel quicker with a large "cargo-style" elevator shaft (like the one in Thunder beneath the vent perch) instead of all those narrow/winding staircases.
     
    My favourite battles were as a T trying to take bombsite A from the outside because I like a spot of grenade warfare, but this could be increased with windows or skylights above and/or around the main doorway.
     
    I couldn't find a topic for this map, but in my search I did find another de_core [  ] so maybe rethink the name (fission, reactor, boson?) to avoid confusion and make a new topic for further discussion.
  5. Like
    text_fish got a reaction from Baggle! in [CS:GO]de_zoo   
    Looks sweet, can't wait to try it! Are you making new animal assets, or will it just be a fish and chicken zoo?
  6. Like
    text_fish got a reaction from Squad in [CS:GO]de_zoo   
    Looks sweet, can't wait to try it! Are you making new animal assets, or will it just be a fish and chicken zoo?
  7. Like
    text_fish reacted to Squad in [CS:GO]de_zoo   
    Hi all!
     
    Been working on this for a while now, thought it's about time I make a topic for it. Everything is still heavily WIP, but I just wanted to start getting feedback.
     
    The map is set in a zoo (duh!) and it's basically divided into a big interior (the aquarium building, where bombspot B is) and an outdoor area (bombspot A is located in one of the animal enclosures).
     
    On to some pictures!
     

     

     

     

     

     

  8. Like
    text_fish got a reaction from HawtRybz in [CS:GO] De_Vineyard (WIP)   
    I second Niller's scale concerns, although it is difficult to gauge such things with empty rooms and dev textures.
     
    Also, that tractor doesn't look like it would fit through that doorway, and if it somehow did the driver would have to do a 6840765894749-point turn to drive it out of the alley.
  9. Like
    text_fish got a reaction from Beck in [CS:GO] De_Vineyard (WIP)   
    I second Niller's scale concerns, although it is difficult to gauge such things with empty rooms and dev textures.
     
    Also, that tractor doesn't look like it would fit through that doorway, and if it somehow did the driver would have to do a 6840765894749-point turn to drive it out of the alley.
  10. Like
    text_fish reacted to mr.P in (cs:go) de_mist   
    just checkin if ya'll are sleeping
  11. Like
    text_fish got a reaction from mr.P in (cs:go) de_mist   
    Does molotov really disable smoke? I thought smoke ate molotovs.
  12. Like
    text_fish got a reaction from FMPONE in DE_CROWN wip by FMPONE and Volcano   
    My favourite thing about Barcelona is all the narrow alleys in the old town but I guess they might be a bit restrictive gameplay wise.

    Also, Gaudi!
  13. Like
    text_fish reacted to FMPONE in DE_CROWN wip by FMPONE and Volcano   
    Hey guys
     
    SO been keeping a little secret for 9 months or so. Here's an article in PC GAMER about it, with a couple of screenshots. 
     
    http://www.pcgamer.com/2014/03/07/building-crown-part-one-the-first-look-at-the-next-big-counter-strike-go-competitive-map/
  14. Like
    text_fish reacted to JediX in [CS GO] de_medieval (wip)   
    I think I am happy with my layout for now or at least until the live test. I spent the evening dressing up a few more buildings.
     

     

     

     

  15. Like
    text_fish got a reaction from Squad in Level Design Help Files   
    I figured out that the material problem went back to Blender afterall. I'd missed a checkbox that overrides the Blender material name so the SMD was looking for a nonexistent material! StudioCompiler still comes up with the above error but it's just as easy (and probably more flexible) to use VTFEdit for that bit anyway.
     
    Thanks for the help Squad.
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