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wylde

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Everything posted by wylde

  1. Hi, guys! de_stolen is my first map nearing an "official" release. It is designed as a 5v5 competitive defusal map, but supports up to 16v16 players. It has a fairly generic abandoned electric/water plant setting. It borrows in its simple, compact layout from maps like cache and mirage (this is also how I came up with the name), measuring on the smaller side for a competitive map. There are likely some OP boost spots or weird angles I have overlooked in my eagerness to post this. The map, while under development, has been on the workshop for a month or two, but I've never publicized it before. Some Screenies: Overview: I'll work on adding icons soon, but CTs spawn very top middle, Ts spawn very bottom middle-left. Some highlights: Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=549957925 This map has taken about 3 months (on and off) of my mapping time so far. I have learned a lot while making it, though it is still rough around the edges. CT Spawn is still pretty boring and needs a lot of aesthetic work. There are no sounds yet, and lighting is very much a first pass. I am seeking as much feedback as possible as I near release, particularly regarding any major game play issues or aesthetic concerns with what is currently in the map. I have two new maps in the pipeline with more coherent themes in mind, but I am wanting to complete this one first. I'll be scheduling a 5v5 play test either here or on r/csmapmakers very soon! Thank you for your time!
  2. This map is looking phenomenal. I'd love to playtest it 5v5 to see how mid plays out. I feel like something is a little too cartoony with the color palette in the gift shop, but I can't quite put my finger on it. Maybe the light tan near the top is too light, and the pastel bottles are too bright? Really hard to find things to complain about though. Love keeping up with the blog posts as well!
  3. This is looking really good, but the latest version doesn't have an overview. Without one I couldn't really get a good feel of the map, especially as this one seems so twisty. The detailing is on point though.
  4. I think the problem here is two fold: one, the size of this glass should probably be kept small, like a bulletproof window next to a door that can't be opened, and smoking it could be a way to block the vision. The second problem is that players need to understand and believe that the glass is unbreakable. A large glass floor might be hard to work into the level for both these reasons, but this is an interesting idea.
  5. From a CS game theory stand point, you screenshots have many areas where a person can stand and be seen from 5-7 angles. Most spots in competitive CS maps are open to 2-3 at most spots, and the smarter players have a good idea of which 1 or 2 spots the opponent will be in. Think about removing a couple paths of cubby holes to streamline gameplay. That room with 10 pillars = 10 hiding spots, which is bad for CS. Also like someone said, vertical gameplay can only work in certain contexts in CS. Cbble drop room is a good use, nuke rafter maybe not so much. The bridge you have is too open of a vertical platform to enable balanced gameplay (the guy on top has a huge advantage). Also your steps look kinda big. Are they 16 unit? I'd recommend using 8-12 unit. Otherwise visually it is looking quite good. I think if this is truly a research project you will learn from playtesting that your layout is too complicated/open to too many angles, so I'm just trying to save you some time in the long run.
  6. What an update! I just hopped in here to check the progress of this since those sawmill screenies first gave me a map rager. I was looking through the early posts of this and wanted to say that it looked so aesthetically promising but that layout was way too complicated. But this updated overview looks much more like a balanced, fun competitive map! These new nuke assets are gonna make for some great maps. WILL THERE BE A GIANT SAWBLADE SOMEWHERE?
  7. Doesn't running a compile with fast VIS take Hints out of the equation?
  8. I don't even play Crysis, but you obviously put a lot of effort into this and did a great job judging from the screenshots and trailer. Your presentation is on point. Cave area looks especially cool. Congrats on release!
  9. Wow man, that last graphics update looks much improved! The huge aqueduct being balanced atop those plaster walls seems to irk me a bit, but the color palate is much better and consistent, and it doesn't look like dust2 any more. The red bricks might be out of place as well. I like the plaster more. Keep it going!
  10. This map is shaping up quite nicely! From your B shots, I think it needs a bit more light (especially in those near-black corners) and the coffee table could be removed. I think props that just get in the way of movement are always a bad gameplay choice (and people will crucify you for "clutter" over it). Maybe one of the boarded up windows could be partially opened to let some light/a view in?
  11. Your new screenshots look much better! I haven't run around the level yet, but you've really improved on the theme, brushwork, and detailing. The one thing that really bothers me from the screenshots is the cardboard box on that small ramp in B house. Props on the floor in people's way just reminds me of CS Source. I'll try to add more feedback when I can play it though. Keep it up!
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