Jump to content

Adam108CZ

Members
  • Posts

    25
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by Adam108CZ

  1. Lets start with that I really like this map, i playtested it yesterday, the layout seems interesting, but in terms of gameplay i find the layout a bit untweaked...

    I know taht now is too late to make any layout changes, but i will post my criticism anyway :)

    There are too many pathways to A site and there also too many cornes to hide, if CTs/Ts are well setup, it is really hard to re/take the bombsite. So I would simplify the corridors behind A to be more easily checked by the other team.

    The second thing i would do to simplify the map is moving the CT spawn behind A. It has many benefits. Firstly, you can remove the area of current CTs spawn, but more importantly, you can straighten the connector from lower mid to A because both teams will get there at the same time like now. This connector will then aslo become more attractive during rotations B > A and vice versa. The third benefit I see is taht long A (especially the upper part) will become more used by both teams, because it won't by so far away from other parts of the map. Of course, if you move the CT spawn, you have to move the T spawn, too. I would move it as I painted in the overview (maybe a bit further to A long) - CTs and Ts would still get to B as now and because the CT spawn is closer to the long, T spawn should by pushed further, too. I don't know how much would these changes affect timings on mid, I hope that not much, but it's possible, that some changes in pathways from spawns to mid would be needed to current timing be preserved.

    royal_overview.png

  2. I really like your map. Good work!

    Unfortunately, there are no callouts and so often (especially when we don't play as a team) it's very confusing. So I craeted my own callout map - It's based on our callouts we use with friends, but, yeah, about 5 of them I made up during creating it. Maybe you can some of them add to the game?

    If you have alternative names or anything else to say let me know! :)

     

    log_callouts.png

  3. I also don't have clear opinion on this situation...

    I agree that artists and modders deserve some reward, but how it was executed by Valve is very unfortunate. It should have started with a donate button, I would definitely give few cents to authors of C:S mods I'm using... We all know that Valve is very bad in communicating with players. But their (our) patience has its limits, too.

    To FMPONE: market cannot regulate itself. Taht's an utopia. You are maybe right, that there will be definitely good artists/modders with good reference, whose work will worth its price, but for average players the situation in steam workshop will be very confusing anyway... Maybe we are experienced enough and we (will) have good view over the situation i the workshop to not get deceived and so, but avarage player will suffer from it.

    And finally: It's absolutely impossible to sell CS:GO maps through workshop. There's nobody who would buy them. I am subscribed to more than 100 maps, but I do it because I just want to look at them and sometimes leave some reference... I wouldn't pay a single cent to do this. And if some of our fun maps we play sometimes with friends got charged, we would just find another one, there are plenty of them in the workshop.

  4.  

    The list is missing Piranesi, which I know was never much loved, but I always had great fun playing.

     

    About Piranesi you can check de_skyline 

     

    >> http://steamcommunity.com/sharedfiles/filedetails/?id=235493579&searchtext=

     

    I hope to see a remake of de_prodigy or I'll make it ! I miss this map !

    Thank you, I will try it. I remember when we played foption and arabstreets with friends... Cool times.

  5. Hi guys! I made a list of some old/classic Counter-Strike maps which are waiting for proper revamp in CS:GO. I hope this list will provide at least a little inspiration for you. Note, that layouts are usually bad and need some improvements. (Maybe I overlooked some maps in workshop that've been already revamped - tell me please. I am talking about revamps, not about some low-quality portions)
     
    Hostage maps
     
    Arabstreets - wiki - overview - download (CS1.6)
     
    Downed - wiki - overview - CS:CZ official
     
    Havana - wiki - overview - CS1.6/CZ/Source official
     
     
     
     
    Defusal maps
     
    Chateau - wiki - overview - CS1.6/CZ/Source official
     
    Corruption - wiki - overview - CS:CZ official
     
    Fastline - wiki - overview - CS:CZ official
     
     
    Port - wiki - overview - CS:S official
     
     
    Sienna - wiki - overview - CS:CZ official
     
    Stadium - wiki - overview - CS:CZ official
     
    Storm - wiki - overview - CS1.6 official
     
    Truth - wiki - overview - CS:CZ official
     
    Vostok - wiki - overview - CS:CZ official
     
     
    I didn't include Piranesi, Prodigy, Vegas and Survivor. There are some revamps of these map, but I think many of you guys can remake them better.
  6. I'm talking about the balcony upon A here. There are so many camping spots on A that it's impossible for players (re)taking the site to check them all. I drew some of them here. Besides the A balcony and area under it, player can hide behind boxes in garage, in the underpass to B, behind the wall from CT spawn or in apartments (T balcony) and so on. From all of these spots it's really easy to cover the planted bomb. So I think If you remove the balcony, it will reduce the amount of corners and smoother the gameplay.

  7. Great map! I really like the layout.

    My feedback - as Vinnery said, you really need to get rid of balcony on A and the area under. You should definitely block many camping spots all around the map, too. My last suggestion is to add fence here, in order to prevent CTs from quick "yolo" (-30 HP) rotations from A to B.

×
×
  • Create New...