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JediX

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Posts posted by JediX


  1. Ya during playtest, we discovered a way onto the roofs (that bridge area from near t spawn that crosses mid.

    You should also clip off the well hole at one of the sites as you cant get in there.

     

    B (or the bombsite that's indoors) could use some refinement; the corridors are really tight and the angles were pretty CT-sided.

     

    Thanks for the feedback Kinggambit.

    Thought I would post some pictures of where the map is at the minute. I've had a lot on so have been slacking on the mapping front lately but got the majority textured up now. Still lots to do with balancing, lighting and optimisation and also still want to build some of my own models in 3DSMAX.

     

    CT Spawn - Birthplace

    xshrcF4.jpg

     

     

    CT route to Bombsite A - 

    7McfboV.jpg

     

    Bombsite A - Brewery 

    DqkuJxJ.jpg

    Z3iTjdQ.jpg

     

    Mid - Market Square

    J4YaPMn.jpg

    JCra8Q5.jpgY9MHr5A.jpg

     

    CT route to Bombsite B - Sword in the Stone

    dNVSkBk.jpg

     

    T route to Bombsite B - Terror Lane

    542l5Ut.jpg

    rNZtjzA.jpg

     

    New T Route to high mid.

    9X9NkPs.png


  2. Hey Jedix. Got to play your map doing the last playtest, heres a little late feedback, but better late than never ;)

     

    Overall: 

    - The map have some places which could use more lightning. (B-site under the house). 

     

    B-site:

    I like how you changed B, imo it improved the experience from last time, yet still needs alot of work. For some example: 

    - The narrow path way into B for CT seems a bit clumsy, and I think that some people managed to get onto the roofs from there. You'll might want to look into that.

    - One can camp in the well

    - I like that one shall run from one house to another through the balcony to get into B from upstairs, but I think it would have a better feel if you somehow makes it so that one don't have to jump to get through. Jumping also destroys any plans of suprise attack from above ;)

     

    A-site: 

    Didn't really use this site so much since it looks like it still needs alot of work compared to the rest of the map. Lets see for next playtest ;)

     

    Middle:

    I think you should still somehow use a market. It adds to the overall map. Just make sure that it have somewhat clear sightlines and doesn't clutter too much. I think the gate is a fun idea, but might not play well, if you aim for a more competitive-wise map, but for a casual map it's the way to go! ;)

     

    This is what I've just had on top of my mind. Hope it helped ;)

    Thanks Niller^.- 

    I had intended on sorting the lighting out but time got the better of me and before I knew it it was playtest day.

     

    B-Site:

    I will widen the alleyway into B. It is a bit tight through there. I actually quite like the idea of being able to jump to the adjacent roof from the fence. I will leave that for now. I don't think you can access the rooftops from there. I think that could be done from off the top of the railings at the T side of Bombsite A(fixed now).

     

    A-Site:

    A site is nearly complete. Will post some pics soon.

    Middle:

    I have a new plan for mid. I am moving towards the idea of a statue, perhaps a knight with a sword statue. Maybe something like this - 

    CC8712.png

    and

     

    nature-medieval-knights-knight-mist-nobl

     

    I will build it in 3DSMAX. As for the market place, I will not kill it just yet.

    The Gate:

    The idea behind the gate is to slow the CT's rotating to B-site preventing them from taking the shorter route through mid. I am not sure just yet. I also wanted to learn how to put a door like this into the map. much easier than first anticipated so I don't hold any massive love for it. Looks authentic though! :) 

     

    Cheers for the feedback!

     


  3. It looks kind of out of place for CSGO's world, but that doesn't stop me liking the looks of this and being impatient to try this out.

    My plan is to add modern day props such as electrical box's, telegraph poles and pipes etc to bring it into a modern day type setting. Much like a lot of the maps in CS GO. But I do like an historical setting. I will leave this task till last.


  4. So, after the playtest last week I received some valuable feedback during the test and after from Niller^.-. I have spent my time simplifying the T route to B site and balancing it from the CT pov. I have also started texturing it up to make it look prettier. I still very much need to work on A site for both T's and CT's but would like to play-test again first. Should be ready some time next week-ish. :)

    Here are a few of screenshots of B site.

     

     

    CICiLHH.jpg

     

    4ycYPOQ.jpg

     

    wj9Vx09.jpg

     

    4PQxfwt.jpg

     

    pFGM7w3.jpg

     

    9BcZJxq.jpg


  5. Feedback for de_medieval:

     

    First of all the map feels like a maze, in a bad way. There is simply too many path-ways for my taste (and they are often very weirdly shaped (like the big U-turn you have to make as T to get into A from spawn), which also makes it more confusing), it's hard for CT to cover anything because of this. 

     

    You should also do something about B, it's very T-friendly, if a T spawns correctly he can possibly get to snipe CT's before they even get into the site, and this is even the only road for CT, I like that one could possible use the middle to get into covering B from above, but I don't think the timing is that good at all, and they are at risk of getting shot from T's entrance into middel. To help making B more CT-friendly, you could make windows on both sides of the brigde (which T's go under to get into B), and then remove the other window there is. This would make a decent spot for a CT, which should be accompanied by CT's getting a little bit faster into B without the risk of getting shot on the way (assuming they use the standard right-path for this). Also the upper-part which T can use to get into B-site feels a bit clumsy, but maybe it will help when it gets textured. 

    I really like the idea of the marked, yet in my experience it feels as there are too much "stuff" blocking my view and bullets when I'm shooting, which is mostly in the favor of the T's when they are using middel to get into A from the ground. (As a site note, I think this way into A-site is proberly too good for T's since it's very close to T-spawn and the most of CT's view is as said blocked, and a smoke could make this even worse for CT). 

     

    As a smaller conclusion I would say that you should look at balancing of this map, since I find that it's stronly T-sided, and work on the path-ways (yet a part of this might be helped when more of the map gets textured and in this progress possibly renewed). T's are simply given way much more options than CT. 

    Hope this was of use to you, if you got any questions regarding this feel free to contact me ;)

     

    Thanks Niller^.-. Very useful feedback. I agree the map is very T sided. I will work on balancing this issue.

     

    I am addressing the U-turn first. I originally put this in as I wanted to extend the length of time for T's to reach A but in hindsight having to go back on yourself does make it confusing.

    I will add a CT flank path to A (possibly to higher ground) and  remove the sniper window and try out windows on the bridge instead. 

    I think I will remove the market entirely and place some kind of clock tower/ statue/ bandstand to act as a divide, providing suitable cover through the square.

    Thanks again and big thanks to 'RZL for sorting the test.


  6. JediX, on 28 Feb 2014 - 08:26 AM, said:snapback.png

    Hi. Can we have a playtest of my map de_medieval please on either Sunday 2nd or Thursday 6th March. Actually anytime is fine accept Tuesday 4th.

    Also should I add a radar?

    Yes, this sunday it will be. And yes, a radar would be highly advised. Also, you meant to write "except" and not "accept" right?  :)

     

    Holy Cow! I meant "except" lols. :) I blame lack of sleep on account I've been binge mapping all week!


  7. Hello !

    I'm loving the style of this map, its looking great so far.

     

    Possibly a useful tip for you... 

    If you create your wall textures as greyscale vtfs you can tint them using $color "{150 104 98}"

    in the vmt , making it pretty quick and cheap perfwise to create many wall variants.

    This method can be seen used in cs_italy  and recently in de_overpass,   materials/cs_italy/hpe_plaster_tint_red.vmt is an example.

     

    Excellent. I was hoping I would be able to do this. Great tip!!!


  8. Looking good! :) What does "olde" means?

     

    Olde is used to describe an old-fashioned style that is intended to be quaint and attractive. It was used a lot in Englands past for example "Ye Olde Town". I was trying to make a play on words as cicinnati has pointed out. :)

     

    Excerpt from Wikipedia:

    "Ye Olde" is a pseudo-Early Modern English stock prefix, used anachronistically, suggestive of a Merry England or Deep England feel. A typical example would be Ye Olde English Pubbe or similar names of theme pubs.


  9. Instead of doing all the beam extruded in brush, you should consider making them in full new textures.

     

    I can lead you to my birth city called DInan wich is a medieval city.

     

     

     

     

     

    Yes it is !

    As many villages in Europe ! :)

    You can also check the villages in Alsace (France) :

     

     

     

     

     

     

     

     

     

     

     

    Monschau (small German town) is also a good place to look for reference

     

     

    Thanks for the reference materials. Europe certainly has a great heritage and beautiful architecture. I am from Stratford Upon Avon in the UK, better known as Shakespeare country! I thought Stratford was nice but these are beautiful places!! :)

    I am going to try and get a more finalised layout before I really get into constructing this Medieval town. 

     

    Also 3Dnj, I think I will create some of my own textures with the wooden beams. This will significantly speed up the process especially for the lesser important surrounding background buildings.


  10. Hi,

     

    I have recently started playing CS Go and decided I would create my own map. I found some excellent tutorials on worldofleveldesign.com and they helped me to first plan then block out my map.

     

    I wanted to go for a medieval theme having grown up in a town that has a lot of medieval architecture that I could call upon easily for reference such as building, arches and bridges. I also wanted the map to feature a range of combat styles from long range to close quarters. I have tried to incorporate these aspects into my map.

     

    I have blocked out the buildings for the map but still need to add the placement of object such as crates and barrels; stuff that can be used to create cover and block off long range sniping shots.

     

    mGGXhgd.jpg

     

    sy39BYr.jpg

     

    Z6yWgX8.jpg

     

    wSXUcbC.jpg

     

    epPsKlv.jpg

     

    JaS8Q4S.jpg

     

    Ll4stMw.jpg

     

    5tiLTMv.jpg

     

     

     

    The map file is attached if anyone is interested in giving it a go. All feedback is appreciated. 

    Cheers :)

     

    de_medieval_test.zip

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