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Everything posted by Freaky_Banana
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Looks very polished for a first map, congrats on the release! No comments on the gameplay, but can't be too bad with that reception on the Workshop
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Nice to see there are still people coming in and making their first CS2 maps! Unfortunately I can't personally help you with the compile, seeing as I am also stuck on hardware that can't even run the dev tools, but I hope you find someone! If you don't have any luck here, try the Mapcore Discord (https://discord.com/invite/mapcore-235139177715335169), that is much more active nowadays than these forums.
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A lot of peculiar shapes going on here! Maybe some more screenshots showcasing the really unique aspects or things you're most excited about could draw more attention .
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I've moved house once again and in my new location am rocking on a refurbished laptop. I just found out it is so underpowered it can't even run the CS2 dev tools... Crying a little on the inside. I guess I'll stick to paint.net for the next couple of years.
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Nice work! I really like the indoor area's feel on the first picture! Don't know how much you want to lean into the fantasy of what most of us probably imagine Kowloon Walled City to look like or whether you are going for a more realistic rooftop, but checking references I saw a lot of damage all across the concrete structures and maybe not quite as much brick as you have used here. More corrugated metals, dull semi-seethru plastics and cages made of slim metal bars.
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This looks incredible! I loved the theme when mr.P did it for graveyard already, was very surprised not many others seemed stoked with it. Just looking at the overview, the timings seem certainly fast paced, should be fun! Best of luck, I hope the originality and quirks get rewarded!
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de_lagrange [fka de_spaceelevator]
Freaky_Banana replied to nelson's topic in Counter-Strike 2 Big Adventure Contest
Very cool, Demolition has always been underrated! Good luck -
Stunning map! Really, really, really cool! Creative use of the environment for gameplay too, especially around mid and T Spawn! Probably my favorite entry so far! Don't get discouraged
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Unfortunately I don't have access to CS currently because I lack the hardware, but I would love to check this one out in game! Based only on the overview on your workshop page I wonder how rotations will work out. Especially T rotations look pretty long or unsafe. But of course I don't actually know, wo anyway best of luck!
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Wishing you the best of luck for finishing this! You'll definitely get it done!
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de_lagrange [fka de_spaceelevator]
Freaky_Banana replied to nelson's topic in Counter-Strike 2 Big Adventure Contest
Very excited to see how this will work out! Do I understand correctly, that this is a Demolition map? Or does the map include some way of separating two centrally placed bombsites? -
Always excited for T-Rexer maps! Wishing you luck#
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Okay I'll say this: If it's important to you, it will be a good idea to learn those skills yourself. If you don't have them right now, chances are you might struggle in the program anyway. Maybe defer your application another year and take the time to work on these skills, rather than asking others to do the work you want to deceivingly present as your own...
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I played a few practice rounds with bots and it was fun! One issue I had was that the surroundings are often quite tight and sometimes also cluttered (e.g. the chapel) which makes navigating them during a gunfight a little bit of a chore sometimes. In addition the length of the engagement is often quite short, making MPs and SMGs pretty decent. I have a feeling that with even basic util lineups this map might be a run 'n' gun type deal. Also: Currently your map crashes my CS2, when I select a team (either team). The error is something along the lines of "missing error texture".
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Hey man, I played nine rounds on CT and T side each and gathered some first impressions for you. Here they are: https://imgur.com/a/uNBC5rU
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This is a CSGO release, right? Since it's a bsp file?
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Absolutely no worries, I really can't point fingers for incorrectly packed maps, haha. In the new version everything seems to work, only the radar blacks out once I go to the second floor. The map is cool! A little small maybe, but I can totally imagine a custom server runnnig this and having a blast with buddies. Don't really have specific gameplay feedback, since I could only test with bots, but I definitely liked the pathes you can take going left from CT Spawn! They are nice and clean, despite having interesting geometry! The cover on the right pathes instead created some janky angles, which is probably fine and part of the appeal as a more fun map. Also adding to that were the blastable doors! Probably I'd reduce how many you put on a single path (2 maximum seems reasonable), but they are fun . Finally, not sure how I feel about putting a hostage in a dead-end room in mid. Flushing Ts out of there is really hard without hurting the hostage. Would love to join a casual playtest of this!
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Hey man, wanted to check it out just now. The map's not packed. All black bounding boxes.
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If this is going to be a portfolio piece for you, then that sounds like a good plan! Otherwise I'd say don't feel too pressured. There will still be time for testing when UT5 actually gets released.
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Looking forward to when we can test it! In like... years, probably
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[CSGO] de_fumble - Looking for feedback on my WIP map!
Freaky_Banana replied to HippoEntity's topic in Level Design
Hey, finally have some time to get back to this: First off, on looking back my initial message definitely comes off rude which isn't what I meant for. But you really took it well - thanks for that. Secondly, I collected a few examples of what I was talking about: https://imgur.com/a/8g3hUk2 Concerning your other question, I was simply trying to suggest widening your pathes. In my personal experience, when I think about a layout in terms of pathes, I build long narrow corridors, because those are the 3D equivalent of the line on the layout. But maybe if you think about the same place in terms of an area, then suddenly a museum usually has large rooms because it wants to give room to the artworks. This way non-descript hallways can turn into real places that are naturally much more interesting and easier to build since you have a mental image of the specific place (this is also one of the main reasons I really like the butterfly room, it just feels like a real place in a surrealist museum). Building a believable place should also help with the "flow" that I talked about. In your current build especially on A there is several positions where you need to flick your view nearly 90° degrees in order to see the next relevant encounter spot, which puts you at a massive disadvantage in a precision shooter like CSGO and is in my opinion very unfun. But real museums are typically built in a way that "leads" you around an exhibition, providing a natural flow without too many sharp turns (leaving aside staircases). From the entrance of one room you can normally see the next doorway you're supposed to move to. I hope that explains what I mean. -
[CSGO] de_fumble - Looking for feedback on my WIP map!
Freaky_Banana replied to HippoEntity's topic in Level Design
Hey, I had a run around your map. Here is some impressions: Confusion. Firstly, where the hell am I? And secondly where are the gameplay spaces? Especially on the bombsites I couldn't tell at all what positions I'm supposed to check and in which order when entering as a Terrorist. I think this is mainly to do with the... Impractical Geometry. The layout uses lots of long straight and narrow corridors (obstructed by a frustrating amount of arbitrary items and height variation which turn nice straight lines into parkour). CSGO levels are generally built in a way that uses the world geometry (e.g. walls) to create natural cover and angles to play. In your map it seems like you tried to use exclusively props for this purpose. Also the scale of most areas seems unnatural. Expanding on the previous point, the entire map is very narrow. Players like space to play with, at least in important areas where fights are expected to happen. It's no fun getting mowed down by a NEGEV just because the hallway is too narrow to avoid it. Bombsite B felt much better than bombsite A, but the underground area has very unnatural proportions and weird approach angles. Bombsite A is extremely chaotic. Anywhere I stand I can be shot from at least two different angles, usually even three or more. I would check Overpass' A Side of the map to see how large open spaces can be broken down into manageable individual areas and fights that make for fun confrontations. I would strongly suggest you reconsider the way you partition your map. Instead of having pathes in between the bombsites, think about the different areas that you want to include and how these can be strung together. When connecting these areas it is also important to think about the flow of gameplay. By this I mean when will there be fighting where and how can I make the approaches to (=the angles in...) these battles feel good for both sides? To achieve this personally I would scrap and redo the entire A side. I think you can keep B more or less for a first iteration, but there will definitely be some rescaling that wants doing. To summarize, the map has its cool moments (I like the butterfly room a lot for its dreamy vibe!) but in its current state seems in no way fit for competitive. -
Hey, I just ran around and checked it out. This is an album of feedback I collected. https://imgur.com/a/8RWorxs Overall it seemed like a super fun and fastpaced map. Because it is so open on the bombsite, I fully expect no round to go longer than 45 seconds. Also, I believe CTs might struggle, just because all CT defense positions have to worry about the long flank through CT spawn area, so it is either a 1v2 on the bombsite, if they decide to hold down the long flank, or they have to split attention multiple ways constantly, opening up sizeable timing windows for Ts to just walk through chokes. PS: Just found this: Use a block with the cs_italy "black" texture on all sides to cover the gap and pull the prop down a few units so it's actually on the floor.
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We cannot judge gameplay off the layout alone, since CS is a game of hitting your shots and that is about the exact engagement opportunities and more often than not a matter of millimeters. However, simply looking at this, I do see you found many opportunities to incorporate the archways and sillar pillars that seem prevalent in your reference images, which makes your sketch seem like a good place to start. Once you have a blockout, we will be able to say more.
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I love stats, especially when they are this nice to see!
