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noobgames

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Posts posted by noobgames

  1. 23 minutes ago, S1lv3r 4 lyf said:

    Your assertion of popular maps having lots of entrances is misguided.

    I agree with this. Having too many entrances can make it way too complex. Dust2's success and balance is likely due to its simplicity.

     

    And also, can we all thank the Prime Minister of Canada for taking time off his busy schedule to help us CS:GO mappers out?

  2. 3 hours ago, FMPONE said:

    Hi all!

    Here's a preview of DE_SUBZERO. The awesome Tanuki (creator of Seaside and Downtown) helped design the layout, and I created all the art. However, penE from DE_CACHE made the old-school crates as a cameo, I love that guy :D  Shout out to all the wonderful people who provided helpful feedback on the visuals and gameplay so far!

    1.thumb.jpg.0ba872a5b5454852e7c5cf9916973378.jpg

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    *Compliments the detailing in map

    *Says something about how realistic it looks

    *Says something about how I can't wait for this to be released

  3. 5 hours ago, D!o said:

    To reply to you Roald, I stated in the second line of my post I am building a map around a single site. I am basing this way of building around 3kliksphilip's mapping process (found here: https://www.youtube.com/watch?v=aCZqVrjydDM). I find it easier to have a slow unrestricted creation process and by the end I can fix timings and perfect nading spots. This is purely to test site layout, as well as how taking and holding the site feels and works.

    As for your comments on it being extremely CT sided, you lack evidence displaying such. Through both my initial bot testing I found it to be T sided as the bots were found stuck on the stairs to site window and stuck on the CT spawn window frame, thus T's rushed site and spawn. Therefore I added extra steps and improved bot pathing to prevent these "stuck" spots. Furthermore, I added a large wall that was angled against CT's as I found AWP'ing T's were cover-less.

    Through my extensive player based testing I have actually found it to be extremely T sided, a simple 4 riflemen and 1 awper watching site T's can easily push and over power CT's who just arrived to hold site. I continued to increase the distance for the T's to travel to site.

    I appreciate feedback but rather than pick and choose and not read my actual post or download the frequently updated Workshop version is insulting at most, instead do some testing yourself and make exact suggestions to map improvements. Not just "check out Valve's maps". As for your t-shirt comparison, it is nothing like that. If I asked you to grade the back of my shirt, I'm asking for the back of my shirt to be graded. You can make educated and intelligent comments based off what you can see so far. Saying you can't give feedback to how the site plays or the pacing of rounds is a lie and makes the creation process even slower, when would you suggest I ask for feedback? After I've completed an untested map without timings and lack of concern for play? Doing so at that time would only hinder the maps creation and make it more difficult to edit.

    I honestly suggest you boot up my map and make exact suggestions to changing the site. For example I can say Dust II's A long pit is broken and unnecessary (obviously I don't believe this) however in stating this, it has no effect on B site or the mid and only has to do with the playing of A. This is what I'm inquiring feedback on.

     

    Friendly advice: when using the 3klikphilip style of making a map, make mid first. Thats the way he recommends it. 2nd of all, don't rely on bots to determine sidedness of a map. They, as a general rule are terrible and are worse than silver 1s. I'll take a look around and give you some specific advice later on. Cheers!

     

    EDIT: After running around the map, it is most definitely CT sided. CTs have easy access to good spots, cover, and etc. Terrorists only have one entrance. The windows allow for CTs to reposition, hide, and hold angles easily, and with a good team that uses utility, it is very easy for CTs to dominate.

  4. 30 minutes ago, Roald said:

    Ahmm I think in this mapping contest it's the meaning to create a competetive map (Hostage Rescue or Bomb Defusal) and not a casual map (Demolition).

    He said he would start with the A site and construct around it, but yeah, I agree that its incredibly CT sided

  5. 15 minutes ago, jd40 said:

    This is my entry for the contest. Whether I'll be able to finish this in time or not remains to be seen.

    Theme: Greenhouse with lush jungle (A), caves/tunnels (B). The exterior could either be a desert or snowy countryside.

    But first thing's first, gotta get this layout working.

    kfQB9Ru.png

    cnULTET.jpg

    j3chWZK.jpg

    Playtest coming soon.

    Thats some beautiful brushwork you got there. Now lets hope it plays well! :D

  6. 2 hours ago, Luigi4518 said:

    Thanks. As far as the timings go first and foremost you will need a working overview map.

    Step 1: Load your map.

    Step 2: Kick the bots via the console ("bot_kick").

    Step 3: Set the warm up time to something massive via the console ("mp_warmuptime 100000").

    Step 4: Enter ("mapoverview_allow_client_draw 1") into the console.

    Step 5: Enter spectate mode then hit 'ctrl' to open the overview map.

    Step 6: To draw without times just left or right click and drag. For timings hold shift while click dragging.

     

    That should get it to work, If you don't have a map just load up any CS:GO level and try it out on it's map. 

    Thanks! Best of luck to you!

  7. 1 hour ago, grapen said:

    128 unit walls, or somewhere in that region, are fine for blocking off non playable areas. We can see this on dust2, overpass, inferno, cobblestone etc. Do you have a specific case for your scenario?

    I'm mainly trying to make a garden like area where the players cant get on the actual garden part, but I'm afraid that having 128 walls for the garden will be a bit irrealistic. Also, I need to realistically block off roads, and i don't want to do what Volvo did on Canals with road blocks that look like you should be able to jump over

  8. THEME CHANGE! I decided to make this map into something else. I have decided to stop having this suburb under construction because of the fact that it would be too open and hard to optimise. I've tried many layouts but it just hasn't been working well.

    Now I've decided to change the theme to have this map being set in Québec City, a beautiful city in Canada, my home country. Because of the architecture of the city I think it'll be easier to make a good layout. Thats all for now!

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