Jump to content

Byron

Members
  • Posts

    51
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Byron

  1. Looks amazing. I think the walls are a little low in the 'Outside' area, especially when you can pixel walk on some of the edges, creating weird engagements. Otherwise though, awesome map!
  2. Love the setting, areas are unique from one another whilst having a consistent theme. My minor gripe with the gameplay is the clipped half wall, especially at what I would call Long A. I think it's almost a missed gameplay opportunity not to be able to walk on top of it with the risk of falling to your death. On top of that, it just doesn't read well to have a wall that looks climbable, not to be. Otherwise, looks great, angles obviously well thought out and play tested
  3. Cool setting, but I think for an arms race map you need a bit more cover around the centre. Some of the sightlines are way too long, I can only imagine how difficult it would be to get off the Mag 7. With a few tweaks, though, this will be a really good arms race map.
  4. Byron

    Furnace

    I love what you've done with control room, the curved wall suits the area perfectly. Not sure how I feel about the B changes. The site feels a lot better, but it feels like the T area of the map is a bit too big now. I think now that Ts have two entrances to B gifted to them, CT spawn could be moved maybe 1-2 seconds closer to B, so that CTs have the option to contest Long B. This wouldn't affect A Long timings too much, but would have the knock-on effect of giving CTs a chance to contest house with correct utility usage. Super excited to see how this map plays, the bombsites themselves are amazing.
  5. Great work for a first map. In-game the theme change feels a little less jarring than shown in the pictures, but still feels a little bit off. There are a few small issues, the fog is a bit too high, the boxes on the upper T spawn area fade out a bit too aggressively and there is a missing texture on the T spawn stairs. I also think the bushes shouldn't be clipped off on the bombsite, feels weird running across the fence and getting stuck. The water had some graphical glitches for me, and I think it's a bit drastic to have the shallow water insta kill players, maybe just clip it off. Bit of a minor nitpick, but I think the sightline from T spawn to the upper bombsite enterance should be blocked, maybe just stack another box ontop of the one already inside. Overall though, solid layout and good visuals.
  6. Loving the theme and the layout looks interesting. The map is quite large though and it feels like there is space that can be removed or used better. I think the alternate CT route to B is too out of the way and can be connected to the other route. I also think the T route to B is too convoluted, with the two paths taking roughly equal time and serving almost identical purposes, as they connect very frequently. I think if you just combine them it will improve readability and flow a lot. A site looks very unique, it's interesting that mid control isn't entirely necessary for any of the paths to A, but I think it will play well. Excited to see more
  7. Byron

    Furnace

    I really like this layout, and although I'm not the biggest fan of night time maps, the theme is really cool. My one minor criticism for the current layout is the connection between A long and A, it kind of negates the idea of a 'long' to have tight elbow corners at the end of it in my opinion, and would rather have longer ranged engagements all the way until the site. Great progress though, this is for sure my favourite upcoming project. Keen to see how it progresses.
  8. Edited images in first post to reflect these changes. Note: Any decoration currently in the map is purely for navigation purposes. Do not judge the map on it's looks as this version is purely focus on perfecting the gameplay and layout. Version 1.2 - Changed bridge to old model - Added a ladder from Water to T side Bridge, with cover added as well - Reworked cover on both sides of bridge - Blocked view from under bridge to T spawn - Big cover changes to A site - Mid to CT door replaced with hut and crawlspace - Minor changes in Mid - Added a way to access mid from A site via a jump - Added models and textures to some areas to improve navigation
  9. Version 1.1 - Added door from CT to top mid - Replaced door with normal hallway between dark and side hall - Lowered barrier around B site and tweaked cover - Added more cover in water to protect your feet from bridge - Changed doors from A main to window to block view into mid - Reworked cover in mid to block view from the openable door to the raised platform - Radar Update
  10. Right now Ts get to their end of the bridge 1 second before CTs, compared to old Aztec where CTs had a 1 second headstart. Will see how the current version plays, but changing timings is obviously still on the table
  11. Aztec Remake | Version 1.0 Description This is first and foremost a gameplay remake of aztec. Visuals will be better, but similar to old aztec, just like how valve remade vertigo. The aim of the project is to get the layout of Aztec to a stage where it is competitively viable. The layout has had an almost complete overhaul. The bombsites and spawn positions are somewhat the same as previously (Terrorist spawn is quite different), however the passages between them, whislt feeling familiar, are entirely different. Feedback at this stage would help a lot, as I never got a lot of time to play Aztec myself, so if there is anything you feel is important to the map that I've left out, let me know, as well as any general feedback for the new layout. Thanks to @ElectroSheep for allowing me to use assets from de_ruins! Note: Any decoration currently in the map is placeholder and purely for navigation purposes. Do not judge the map on it's looks as this version is focused on perfecting the gameplay and layout. Change Log Version 1 - Completely overhauled A site, now takes place inside Aztec pyramid, with the site itself raised, with a lot more cover - Replaced the main A route with a raised route coming onto the side of the site - Overpass and double doors has been replaced by series of corridors, leading both to B site and to Mid, with a window overlooking B - Split water different areas, seperating under B, underpass and under bridge into 3 seperate areas - Extended B site towards water, shifted the walkway from water to wrap around to the other side, general cover rework - Moved T spawn to come out into sewers, removed a lot of wasted space in T spawn - Added a connector between A side of bridge and courtyard, which connects to water, replacing the old stairs from water - CT side of bridge has most cover removed and has a rotating door into the new connector - Added more cover in Mid - Removed Mid / Dark connection, Dark now has a staircase to lower B - Reworked CT, now should have slightly quicker rotates, and has a better view to A site - General Tidying - Swapped A and B (I've refered to their old names in the change log) Version 1.1 - Added door from CT to top mid - Replaced door with normal hallway between dark and side hall - Lowered barrier around B site and tweaked cover - Added more cover in water to protect your feet from bridge - Changed doors from A main to window to block view into mid - Reworked cover in mid to block view from the openable door to the raised platform - Radar Update Version 1.2 - Changed bridge to old model - Added a ladder from Water to T side Bridge, with cover added as well - Reworked cover on both sides of bridge - Blocked view from under bridge to T spawn - Big cover changes to A site - Mid to CT door replaced with hut and crawlspace - Minor changes in Mid - Added a way to access mid from A site via a jump - Added models and textures to some areas to improve navigation Links Imgur Album Workshop (May be outdated, awaiting workshop confirmation) Radar Images Pictures
  12. I think the new changes are a good start for making middle viable for terrorists to use. Previously you could have one or two Ts watching window when taking B, but thats about it. Due to vertigo's layout, Ts dont need mid control to rotate, so without the need to use mid for alternate routes into the bombsite, there is no need to control it beyond watching for CT agression. Having the old mid to B enterance reworked the way it is is a step in the right direction, however it isn't very polished on the B side. I think the next step would be making the new route from mid the primary CT/Mid connection, removing the original one, as the current CT/Mid connection currently serves to make a Mid to A take as a terrorist borderline impossible. Reworking B site itself is also a good change, as it wasn't very functional as a bombsite before. Changing the height and reworking the cover around ramp are both positive changes imo. I think A site deserves similar treatment, as right now the site itself is very cramped and cluttered. Maybe moving the crane to the far edge like bananagaming suggested and changing some of the cover. Overall, positive changes all round in my opinion
  13. Remake of my old map for 3kliksphilip's gamemode https://steamcommunity.com/sharedfiles/filedetails/?id=2056541934
  14. Overpass for sure, I started playing CS around the time it came out, so seeing it evolve from complete shit to, in my opinion, the best competitve layout in cs:go was really cool to me. The four lane style overpass kind of pioneered is my favourite type of layout design, with T's fighting for control for connectors between sites and routes before being able to fight for a bombsite, aside from a classic B rush. I also really like the theme, and how the bombsites play into it, unlike most active duty maps where you're just blowing up crates. Also, having almost every area look completely different to each other while maintaining a consistant theme is really commendable. The radar image is just so cool to me as well, being the only active duty map to play into non-right angles, whilst still looking so clean and polished.
  15. I really dig this, perfect addition to the dz map pool. I do think the underground needs more enterances and maybe some markings on the map, as I played 5 or 6 games and had no idea it even existed. Maybe add a few ladders to the buildings above or something. Other than that, really cool!
  16. - Big changes to A - Changes to T mid - Changes angle in danger so you cant see from long to water - Blocked off a bit of T spawn (Not shown) Getting into territory where A site is losing it's character. No longer a big open courtyard, and feeling a bit claustrophobic. Anyhow, I do think the changes are an improvement on old A, and I think the windows will be interesting for firefights. The changes in T mid were to decrease angles Ts had while also giving CTs an easier path to flank now that the connector is gone.
  17. from running around I think the weakest part of the map is mid rn, especially the mid connector to B. Ts with mid to B control essentially have control of CT and thus all of the CT enterances to B. I know simplicity is good, but I think such an important part of the map such as mid needs to be a bit more complex than just a single hallway with 2 routes to either site. I don't know what exactly to change but mid just seems flawed. Ofc this is just from a run around, if playtests are fine then ignore my advice
  18. Overpass was the shittest of shit maps in 2013, now it's one of the best. Any map can be fixed, and I think a map as unique and well themed as cobble should be reworked
  19. Updated: Workshop Ignore the trash visuals, did a fast compile and didn't focus on making it look visually appealing at all. These are the gameplay changes: A/CT: - Changed the back of site raised area - Raised the wall on site - Added staircase from CT to A - Lowered CT and added a pit - Added boxes on the site - Moved hut closer to ramp and rotated it 30 degrees - Added separating the ramp and long entrances Ramp: - Raised the wall at top of ramp to block visibility - Added door between water and ramp - Added connector between ramp and drop - Added a raised section to the side Long: - Brought the wall separating long and outside out a bit to block a long sightline Outside: - Blocked off the back area - Removed snipers nest - Added a wall to patio Drop: - Drop now comes out around the corner - Added connector between ramp and drop - Blocked off flowerbed with bars B: - Slight change to cover on long T: - Blocked off upper area - Blocked off snipers nest Misc: - Changed sun angle - Added ability to nade from outside to A - Made it easier to nade long from outside - Slightly moved spawns The goal of the project is not to make a 100% functioning remake, but to test ways to make cobble great again. Suggest anything you think would be beneficial!
  20. Yeah I've basically given up on finishing this within the contest dates, I'm in my last year of school so I haven't really had enough time to work on it. I might come back after exams are finished (which is only two months away) and finish it in my own time. I've spent most of my freetime over the past few weeks working on this skin lol
  21. Here's my cs20 submission so far.
  22. I think that layout could do with some more thought, there's literally no overlap between the A and B paths in the current state. Screenshots are looking really nice, tho
  23. I would recommend a name change, there is already a fairly popular map called Kowloon. Other than that, looks pretty good
  24. The workshop version isn't packed, so all the tree models are big error boxes
  25. Definitely a fair critique that I'll work on for the next version. Although I want to stay unique, it's pretty clear that I've gone a little overboard in this version, and I'll tone things back a fair amount for the next version.
×
×
  • Create New...