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Juxtapo

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Everything posted by Juxtapo

  1. Nice looking map! I like how lots of people are going back to cs:s/1.6 and making more open maps. More fun gameplay IMO than the SMG rush hell that people were doing before. As for the props, I think it's fine, just maybe use more "basic" looking props when they're intended to be used as cover. If you look at some of FMPONE's newer maps, you'll see that the bulk of the complex detail is above player height, or nonaccessable by the player, which improves visibility greatly, while keeping a lot of detail. So my suggestion would be, change some of the busy looking props like the palette stacks to crates and maybe work in some more natural brushwork cover. Good luck!
  2. Not sure if you can make this happen but if you can fit a detroit rail sign above A site you should totally do this instead of a boring red spray paint decal
  3. Wrong link!!! You gave a02 http://www.bidoulmarc.com/moroes_maps/wip/arizona/de_arizona_b1.zip There's the correct one from your thread.
  4. I'm 90% sure i played it (Although it was just running around on the warmup round looking at the map) The layout is really cool and has a lot of potential but before even play-testing there's few things that I'd like to see changed. Rotations for CT's looks like its way too long, and don't have a very direct route to get to either site. I think moving the site on the left inward (and reworking it so it's easier to get to mid from the actual site) Lastly, The site on the right needs a mid connector and a less open route from T spawn (Don't do what I painted, that's just a boring example)
  5. Thanks! I'm aiming to keep the bhop really simple, fair and open. The only 'gimmicks' I might add are boosters/upboosts and I'll make sure they aren't buggy. Also going to work on visibility and contrast and make sure the player is never frustrated by the map
  6. Little CS:S bhop concept I put together in a few hours. Still really unpolished and need to choose which trees to stick with as well as get a less obnoxious skybox but it's gettin there.
  7. Pretty awesome game! The atmosphere is really nice and it feels like a really solid game. Only real "issue" i found is a few of the levels felt like I was just flinging the ball waiting to get lucky. Also, a level editor would be a great addition if you're up for it!
  8. Seems like it, but there are a lot of really easy smokes CT's can pull off to block sites, and smoking stuff off as a T is significantly harder. Also I haven't put the random crates in to give CT's cover yet so that should help as well. Anyways, I redid the entire map and used dust2 as a reference for size this time, and it finally feels like an actual map A site T spawn CT Mid AWP with B long vulnerability Obvious issues before playtesting: Long A is too straight and boring and the point of contact is too early. Probably going to make it start in a ditch and ascend. Needs way more cover for CT's to camp behind. Still a lack of complexity in some areas. Too many flat straight corridors. I'm not really sure if the A cat is a good idea. Seems like it'd never be used because getting across it to the stairs leaves you vulnerable and even then, it takes longer to get onto site than Long A. Maybe I can make it wrap to beside the site instead of across from it?
  9. Threw it together in Hammer. Scaling it to how I want it is a lot harder than expected, but I feel like I'm getting closer to how I envisioned it with every adjustment. One thing I really want to do is add more high ground. Right now it's so two-dimensional with just the two CT sniper spots being raised 500 or so units. Also gotta "streamline" the terrorist routes, because every path feels really out of the way and too much downtime of just running straight. Here's another change I made:
  10. note: I don't really have time to take on a full de_ map project, but I will return sometime in the future. I'm not gonna use the layout I drew out, but I'll definitely be keeping the theme, and other ideas I had for the map. Hey MapCore! I'm starting my first CS:GO de_ project and I'm taking you all along for the ride. I've been working with hammer on and off for 8 years, but never put the time into making a serious project, usually just made bland surf maps, but always tried my hardest to make the maps fun and fair feeling. Here are my main goals for this map: Snow theme - Cool lighting outside, warm inside (Possibly in a nordic village or a mining facility) As close to 50/50 balance as possible High skill cap (Lots of interesting smokes and possible strategies) Easy to learn layout I don't expect this map to be ground-breaking or in the next operation, but I hope to learn a lot and build the skills to be capable of making a popular competitive map! Here's a few pictures of landscapes that show the feel I'm going for Ideas I may include: 3dsky with mountains and a cabin on one side, lake (frozen?) on the other side. Eastereggs! Here's a quick layout I drew out And here it is with some explanations Obvious issues with the layout are the mess of short A and the route to B from T being short and basic. How I'll fix those: Move T spawn down and back Move A Long further down and redo the A Short/Mid connector area Redo B to T to something more unique and intricate. Other Changes: Move the CT mid awp stairs to the opposite side. Too easy for them to get a watch on mid. Move the box on CT Mid awp to the front so they have to risk being seen/shot if they don't want fall damage What's next: Building the layout in hammer with dev textures Getting some friends to help me test it Questions I have: What are all of the commands for testing a map solo (checking out scale and whatnot)? I always made a point_servercommand and logic_auto to test my surf maps quickly and easily. I made a logic_auto with these outputs, and a point_servercommand named "servercommand" and just visgrouped all spawns except for one. Thanks!
  11. Layout looks really interesting! One thing that it's lacking that would make it bigger is an actual "mid" area. Right now it just looks like some pathways connecting different sections of the map, but a big mid area that T's can push up on strategically to get closer to either bomb site, while leaving CT's with enough room to react/defend would greatly improve gameplay (See dust2, mirage, cache, season, etc.) Also you should leave more open space on the CT end of both bomb sites. The bomb sites both look sort of enclosed, which makes for a frustrating and less fair feeling map.
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