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baem123

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  1. Like
    baem123 got a reaction from jackophant in [CS:GO]de_corp   
    Hi Søren!
    Same as de_outback: i thought that its sad, that you got no feedback, heres mine: (maybe you can also give me feedback, when i am able to create a thread for my map ^^)
    I cant tell you much about the gameplay, because i tested this map alone, but i liked many ideas you had and i would have liked to play a match on this map. it looks like it could be fun.
    in summary i really liked the map. it has a huge potential.
     
  2. Like
    baem123 got a reaction from Logic in de_outback   
    Hi,
    im still new to the forum and i thought its sad that you get 180 views but no feedback for your map. I wanted to create a thread to show my map in the coming weeks, but i would be sad if i got no feedback, like you.
    we could stick together if nobody else is helping and you could give me feedback for my map then, too.
     
    So, heres the my review:
    - I cant see the "a ->" sign from every spawnpoint (ct spawn)
    Both Bombsites have only one train for cover, and no height difference.
    You can boost yourself on the trains, but everybody can see you and you have no real cover there.
    Thats playable, but it would be boring after some rounds.
    Maybe you could change the setting from one bombsite.
    Its okay if you see a train from both sites, but it could be boring if you need to hide behind a train at both bombsites after you planted the bomb.
    I know "de_train" does the same, but it has much more interesting height differences and places where you can hide behind the site, in the tunnels, where no trains are.
    Nearly all ways are wide and long. Its hard for people without awp/ak to find a solution except the green hallway.
    If youd give the outer way to "A" a little bit more cover, it could be a second option. But im not really sure if its needed. A playtest should look at this.
    I think an awp player will love this map a little bit too much, especially the main entrance to B has a very long view distance to the windows.
    If you have one awp in the B windows watching B Main and another one at/behind the train the train, watching the green hallway the spot is completely closed.
    Mid view from CT side looks boring. Maybe a high structure could help the eye at this point:

    In summary I would try to add a more height difference especially at the bombsites and narrow some ways a little bit. I like the way from the water to the green hallway and the option to go to both sites.
    btw its called "form follows function". form is not function! dont try to stay very close to reality. i know the outback is flat, but a cs map shouldnt be close to reality. real places are not really good defuse maps. i hope you liked my feedback and you agree in some points.
     
  3. Like
    baem123 got a reaction from Logic in [CS:GO]de_corp   
    Hi Søren!
    Same as de_outback: i thought that its sad, that you got no feedback, heres mine: (maybe you can also give me feedback, when i am able to create a thread for my map ^^)
    I cant tell you much about the gameplay, because i tested this map alone, but i liked many ideas you had and i would have liked to play a match on this map. it looks like it could be fun.
    in summary i really liked the map. it has a huge potential.
     
  4. Like
    baem123 reacted to Vorontsov in MapCore CS:GO Playtesting 4.0   
    Yup, just make sure to get there before the server is full , info below.
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