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DMU222 last won the day on July 16

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About DMU222

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  1. DMU222


    You need to understand, the majority of the csgo player base will quit playing your map less than half way through the game if they don't understand it right away. A map needs to be intuitive and understandable from just viewing one frame of gameplay. When a player sees a passage they should be able to guess with out going down it to what other part of the map it will connect to. Even when playing Roald's Anubis, I've had players on the other team quit (this was in MM) because they were frustrated with the way my team was able to control the map. A good map can have a high skill ceiling while also being immediately intuitive to players.
  2. The game's great, I second the idea of a mapcore group!
  3. DMU222

    de_pithead WIP

    Don't forget to put clouds in the skybox! c;
  4. The horde mode is okay. It was added in as a free dlc and is fun with friends if you get bored of the mp. It's definitely not the game mode you should start with though, because it isn't great at showing off the systems that make this game so fun c;
  5. In other words, that also means the vr mode is a playstation exclusive. Really disappointed that they are splitting the game up this way, wasn't that what held Hitman 1 back? I'll probably end up holding off on this one until all the parts are united on one platform.
  6. I keep telling myself I won't watch anymore, but after waiting for so long I'm getting desperate for cyberpunk 2077 content.
  7. DMU222

    Sawmill (WIP) (wingman)

    While sunny maps do look 'better' and draw more people in, I like the overcast direction because not enough maps use it. I really want to try what @grapen was planning to do with Berth on my own map, half overcast half sunny.
  8. It seems like all HLA models had a lightly cartoonish appearance. I would guess its because more realistic models looked uncanny. I think Valve found a good spot where the player can connect with the characters as real people but also not feel uncomfortable around them.
  9. @Freaky_Banana there's a screen to the left with the mapcore swamp page c;
  10. @TheOnionChef its most likely the orangish rocks and scientific facility in cliffs. Very very half-life.
  11. Поздравляю с выпуском карты в игру! : D
  12. Balance isn't the most important thing when making a map. A map is defined by its encounter design and the way areas build up those encounters, see my previous post for a fairly thorough explanation of what I mean. This is why some maps may appear repetitive, mappers are making new and original encounters but sticking to the roots with 'set up' areas. Can you really blame them? Making a set up area too complicated overwhelms players and disrupts flow. Very good maps design their encounter areas as potential set up areas, simplifying the design and adding depth to the gameplay. Dust 2, a classic de_ map can be broken down into three categories of areas: Examples of encounter areas that can potentially serve as setup are: B tunnels, Mid, CT spawn, catwalk, and farside A long. Examples of pure setup areas are: T spawn, outside B tunnels, and the area outside long doors and top mid. Examples of pure encounter areas(also setup areas when on the defending side): Bombsite A and B
  13. A huge prize pool makes the contest seem more legitimate. If your map can get a high spot in a contest with so much exposure it will make for a great portfolio piece, even if you aren't in the top 4 monetary prize slots. For me (and others I presume) its about improving and showcasing your abilities as an amateur level designer or environment artist.
  14. Most important thing to mention is that in the average round you will have four terrorists doing all this checking against one or two ct players. This gives the terrorist team a great advantage in firefights because they can easily trade if any player goes down. Additionally, you can have different players checking different spots on the site, meaning that all of these positions will be cleared in mere seconds. Bomb site takes (and retakes) are ALWAYS the moments your players will value the most. In a single moment, the fate of the round is decided as players exert themselves to push their team closer to victory. The push through a chokepoint onto a site is the most important design of any good counter strike map. Most other things on the level must than be built to add more importance to the choke point. What areas of the map do teams need to control to stop or mount a push? What space do we give players to set up before going in (on either side)? How do players get to the chokepoint in the first place? A counterstrike level is about exploring and exploiting the level to gain a firm grip on your chokepoints, and then blasting through them to secure victory against the other team. It's important to remember that the defending team should also gain something once they push through a chokepoint. Usually this is flanking options and rotation paths against the enemy team, but this could also be intel on where the enemy team isn't. A good chokepoint is also usually not just a single doorframe or hallway. My two favorite examples are A long and catwalk on Dust 2. As the defending team is pushed back, they get multiple safe areas (corners) that they can duck into in order to try and stop a push. The enemy team also gains cover positions that allow them to hold their newly gained ground and push defenders away from the next safe area. TLDR In summary, when creating a chokepoint you shouldn't focus on making it work in a 5v5 scenario with no utility, because no one will ever be playing your map that way. Make developed paths with planned cover positions along them. Make interesting set up areas that allow teams to take a breath before getting into a fight. Create positions that are exposed and hard to get to, but can allow a team to swing the round if they take the risk of taking that ground. Perfecting these areas is what will make your map interesting to players, because these areas are what create those amazing clutch moments that players will remember.
  15. A lot of good maps do do this. Look at B cat on Mirage. This is a powerful central position, that dynamically shifts in purpose depending on area of control of each team. Good map makers do rethink the fundamentals, but an original twist needs to be implemented in a way that the player doesn't feel like abusing it is the only way to play the map. A lot of good ideas in a single map does not make a map good. Careful, well thought out maps can be beautiful. Most maps in the competitive map pool right now are completely different from each other. Inferno has three lanes leading to A and only one leading to B. It's a wacky design but for many people it's their favorite map. Why is that? Because if you really break it down it is still a simple four lane map that feels different not because it throws out the fundamentals, but because it puts them in a new perspective and orientation. Even nuke, the wildest map of all, has the same principle design philosophy behind its layout. Yet nobody would even think to call it a Dust 2 clone. Ultimately there is no specific rule that creates 'great' csgo maps, but keeping the fundamentals in mind is what ensures that you create a balanced (and thus fun) experience. Imagine if Halo level design was approached like it was CS. I don't think that map would be very fun to play for a full match. P.S. I feel like we have derailed the point of this thread. Can we please move this conversation to @Soldat Du Christ's "CSGO community commentary from an outside perspective" ?
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