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mott

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  • Real Name
    Cory Mott
  • Location
    Madison, WI

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  1. Hello! I'm glad that you are making something that resembles your home town, but don't let that whole idea and layout block game play. There are some changes that need to be made to the current layout and here's why: The timings are way to long. Just by doing my own little run through, I was able to scrap together timings at about 15-20 seconds for Ts to get to either bombsite. These timings need to be shaved down to anywhere between 8-15 seconds. Or you could make one site a rush site and one site a slower methodical site. Footstep differentiation is a key Counter-Strike feature. (Mentioned previously by @Simpajo) A lot of players will say that Nuke is their least favorite map because they can't hear where anything is coming from. They can't tell where footsteps are and you their echolocation skills to determine where the enemy team is. If you want to keep the bombsites where they currently are, maybe consider making the two bombsites have different floor types so that the footstep sounds are different. There is a lot of unused/useless space. Just by running around, I can tell that if this map was played, about 90 percent of it wouldn't be used by anybody except a lurker/flanker. The main focus around the map would be around the church square. The whole top lane of the map is usually not going to be touched by teams unless they are flanking because they wouldn't want to put themselves at a distinct disadvantage by taking a longer route. CTs would only have to put one player there for information and if they know they are taking that route, they can easily collapse and trap the Ts. Overall, the map layout needs a rework. This is why play testing early is always good because it can help you work out the kinks of a layout. I see that you've put a lot of time and effort into this map and I would hate to see it go to waste. I think the easiest way to salvage this map would be to move the back bombsite (I believe A site) towards the tent area of the map. I would then shorten some of the corridors up to help fix some timings, and that should solve a lot of the problems with the layout at this point in time I believe. I really believe that you have a good theme to your map and I hope that you can change the layout even if it isn't true to the references anymore. I hope you found my advice and criticism constructive! I'm not trying to be mean or anything, I'm just trying to help you make your map the best that it can be! If you have any questions at all I would be happy to answer them either here or in a direct message. Thanks! mott
  2. mott

    Bao [WIP]

    Have you perfected the layout? It's usually not a good idea to start real texturing until the layout has been perfected through playtesting.
  3. mott

    [WIP] de_splash

    Can you give me the thought process when making the current bombsites? They seem really small and gives the terrorists very few options when planting the bomb. I'm just curious what your thoughts are.
  4. Beautiful brush work. I'm excited to see where this will be heading in the future!!
  5. Hey Nihil! Just was wondering if there were any recent updates to the map? I really like the initial design and thought in the map and am excited to see where it leads!
  6. mott

    Avalanche

    I have a quick question. How are you guys all working on the map together? Is there a way you can set up anything with the SDK to work at the same time with other people or are you all just working one at a time on the map? Overall your map is looking great! Keep up the good work!
  7. I went and took a run through your gray box and this is what I came up with. Source mod does not deal with slants very well and it seems like they are an integral part of your map. A lot of brushes didn't like up correctly and the it was mentally daunting for me to look at because I have super OCD when it comes to making my own maps. I would try and square everything out for the sake of everybody unless you plan on sewing a lot of displacements. The map over was very large. Taking the longest route possiblem it took me 30 seconds to get to one site and 26 seconds to get to the other. If you want to keep the map and make it viable, here are my recommendations: Square it out. Don't use slants unless you cut them out of an already existing brush. Remove useless passageways. There are so many that you don't need and it makes the map way too confusing. I got lost. Shorten the map and the lines of site. A viable CS:GO map has 1-2 long lines of site per map and has rotation times of around 7-13 seconds. And it takes about 10-15 seconds to rush a site. I hope that you find my criticism constructive and if you have any questions please let me know as I love giving feedback!
  8. Background The Phoenix Connection have begun simultaneous attacks at the overpass and the power grid in Berlin, Germany. The terrorists must either destroy the city's control center for their power grid or cut off GSG-9's ammunition supply by destroying their ammunition cache. This map takes you on a ride through close, medium, and long range engagements with fights focused around mid control and the bomb sites. Fight for map control through a construction filled mid to control the connector and vent for fast rotations, or battle it out on site with many possible executions and rushes. There is a spot for everybody on this map and I hope that you find yours! Current Progress I have just finished the planning stage of the map and am planning to make a grey box within the next 24 hours and get the first one posted. This map will be in the same area as de_overpass and will consist of similar art styles throughout the map. Please let me know your feed back on the map, and make sure to check out the possible changes section and see what I might have in mind to change! Thanks so much! -mott Possible Changes Add a CT room on the back of B site. Connect the B Catwalk with a passage way from the B Stairs area.
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