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MaanMan

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Everything posted by MaanMan

  1. I built this small map to help people teach people about func_details, displacements and some other small things. Feel free to have a look around to understand how some of the simpler things are done with the SDK. As this is materiel to teach, it should not be published. https://drive.google.com/file/d/0B9IIzNqxH6wMN0V5TEJleDJGcVU/view?usp=sharing
  2. B is awkward because you have to turn right to act against this sight line but in doing that you leave yourself exposed to another strange angle.
  3. Just saw this after I sent you a message. This is approach is fine, just make sure to add that extra T spawn as you are missing one!
  4. While the map visual looks very nice, there are some very strange in mid and B. I would playtest and look at changing some of these angles before working on the map anymore.
  5. There are some minor problems about your map which were listed in the excel sheet. While these were list they were not the main reason why your map was turned down. At the end of the day your map was turned down purely on the layout. I’ll go over how you can correct the small things and then talk about how to build a better and more sound layout from the ground up. Spawns is one of the easiest to fix. All you needed to do was add five more spawns to each side, as the playtest requires it to be possible to do a 10v10. Doors is another problem your map faces. There are simple too many of them. With the current map roster all of have less than one door for the whole map, the exception being de_nuke. Doors are used to hide a player’s advance and to act as a very strong natural choke point. Door should never be used as a means to solve timing issues, or as a way to make your map feel more realistic. This is also why doors across all maps open at a speed of 200, they are there as chokehold not speed barrier. Like doors, there are too many vents in your map. While you can argue that the empire state building has 50 miles of radiator pipes and my map should too, this is a weak and laughable argument. Layouts should not rely on the use of vents, as they are awkward and restrictive in gameplay. The only map which have a good use of vents and timing is de_mirage. The vent into the window room is used to slow down CTs to mid. A good example of vents as a chokehold is the vent into checker on de_cache. These are the two only reasons why vents should be used at all, and even then they should be used as little as possible. Cover is something that many newer mapmakers make the assumption that more is better. While this could be said about some single player games it is never the case for multiplayer games. In multiplayer games predictability is one of the core values to gameplay. It doesn’t matter if it is an RTS, MOBA, FPS, MMO, Fighting game, or god forbids a real sport. You want to make the game predictable as there are two sides to each game. An unpredictable game leaves players frustrated, bored, and angry. This is also the case with too much cover, and because of this carefully planned cover is always the better choice. A very simple thing you could have added to your map is simple decals to help guide your players around the map. There isn’t much to really say about this for as it is self explanatory. Now to the real reason why your map was turned down, layout. As far as I can tell this map is your first attempt at building multiplayer map, which is great! Building maps is a great use of cogent thinking, problem solving, and creative thinking, I encourage you to continue working on projects that promote similar trains of thought. There however big problem which you need a pointer on. For every action a player makes there should be a negative punishment that the action should carry. If a player goes to defend site A he should be made accountable for that action when he rotates all the way to B site. For many games resources are the punishment for a misplay, in Dota when you are killed you lose some of the gold which you were carrying. This idea is also prominent for Counter Strike, however the resources are time, weapons and money. While we cannot affect two of the resources in Counter Strike with a new map, we can greatly affect the the resource time. Many players call this “timings” and that is exactly what it is. When you are forced to rotate you are being punished for an action that did not work. Many times the players also have a choice to make with their rotation, do they wish to take the faster but more dangerous path or the slower and safer path? This is something that you have yet to realize when making. Your rotation are very fast, awkward and some give a large advantage with vertical gameplay. Before trying to design a new layout take a few weeks to study the current map roster to understand how rotations are used. I recommend studying de_dust2, de_cache, de_resort, de_mirage and lastly de_overpass for great examples on how timing is built into the layout.
  6. We will see if that is possible. It would be a miracle if we finish, seeing how all the detailing is being done with this month.
  7. I'll try to keep it to one nationalist household for the map. The flag was added to catch the player's eye and bring attention that there is another path. Looks I'll have to relocate Bob and his mess else where. Poor Bob.
  8. MaanMan

    de_neutron

    hahaha The music makes it even better!
  9. Damn space bears.
  10. If anyone is wondering Himilia is the 7th moon of Jupiter. It is fairly small, rocky and shaped like a potato. It was found on December 3, 1904 by C. D. Perrine, who named it after one of Zeus' many maidens. For anyone wondering how far Upperdawg facepalmed himself, it would be about 588 million kilometers or 365 million miles.
  11. Your map is very complicated and confusing. I recommend trying to simplify the layout or changing the name to de_Picasso.
  12. ​That has been done. You still need to change your download link, as it is not public.
  13. ​You could do that but it would require me to search the map for any misplaced spawns also. When I load up the map I turn on sv_cheats 1, mp_warmup_pausetimer 99, bot_stop 1, bot_quota 40. I will then look at the mini map to see if there are any misplaced spawns and buy an item from spawn. I then repeat this for the other side. If you map looks trust worthy I will leave here, and not fly around the map looking for deathpits, staircase bomb sites, freak brush work, and other oddities.
  14. Spoiler for anyone trying to solve the maze
  15. ​You may have 10 spawns on each side but only 8 work on CT side and 9 on T side.
  16. Calling de_arches shitty, bro?
  17. My job is going to get a whole lot more busy with all these contest maps to check
  18. This makes my RC-1 look like a toy! What does the rest of your setup look like?
  19. Don't use the block bomb brush for this, instead use a trigger texture in the water with trigger_bomb_reset. This will return the bomb to where it was before being dropped. You can also use the tools/toolsclip to block players, bots and bombs from reaching areas. I would also move the ladder to this wall, as it will help to guide players and make climbing the ladder easier. You can also add a pallet leaning against the wall. This will allow players to fall onto it, preventing any fall damage (de_nuke uses this mechanic also). I would also put a player clip above the trim, to stop players breaking their feet on it.
  20. Reminds me of the Alan Wake games.
  21. Your bsp is corrupt, try recompiling the map again and post the new link
  22. Can't wait for this playtest!
  23. Happy to hear that, and yes the boost into mid is going to be nerfed. Thanks for the feed back! Unfortunately the first link doesn't work. Also if anyone has suggestions for how to improve A long for Cts, I would love to hear them.
  24. A lot has changed since the last update! After getting feedback to ditch the dust theme, we went through three theme before we found one that worked. Workshop link; http://steamcommunity.com/workshop/filedetails/?id=377601770 Direct download; https://drive.google.com/file/d/0ByfQlJU39fdKQTYxQmQ4ajBQSjg/view?usp=sharing And images of the map; http://imgur.com/a/f2QUg
  25. Here is the link to today's map! If you have any comments please leave them in the forum post. Thanks https://docs.google.com/file/d/0ByfQlJU39fdKQTYxQmQ4ajBQSjg/edit
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