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Counter-Strike: Global Offensive

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On 10/15/2018 at 2:20 PM, Radix said:

Nice retake @blackdog!

I'm still surprised how well the map is doing after all. Even though it's pretty different to the other competitive maps, many people seem to enjoy de_austria. But I'm lucky that it didn't replace a more popular map than canals. 😅 So pretty much no hate going on. No death threats. Nothing. 😎

It's also pretty funny to watch all those youtube guides that tell me how I should play my own map so that I don't get destroyed completely anymore. I'm getting better slowly... 😊

Thank you. I do like the map because the different layout :) not muchmuch point playing always the same thing. 

Anyway some smokes described here (very annoying that they are all "stupid", whatever that means)

 

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Do you also wonder how the cs:go team choose which map they take into the game or operation?

They once wrote that they only notice a map if it gets really popular.

 

That makes me feel valve is too lazy to check out every potential map.

I believe they should check every map because everything else would not be rightous.

Everyone should have the same chances. And if they don't check every map this is not given and hence unfair.

It makes a lot of work. But maybe not that much, because you can see very fast which map has a too low quality.

 

They also don't communicate with us mappers. Which is one of the worst things they can do.

The Mappers should be informed about what they plan to do and if their map has a chance to be in the game.

Do they make another operation? If so what kind of maps will be in it? Only cs and de maps or also wingman maps.

In my opinion they lose a lot of potential the workshop has to offer. Because they do not communicate with us and do not work together with the community.

 

It would be helpfull to know if valve checked a map and get some kind of feedback.

Even if it is just a little one like a stamp that says great potential, too low quality or something like that.

Is there a way to get in contact with the cs:go team?

 

As I finished my latest map I asked myself why I should ever create a new map for cs:go.

Because without the ability to play every workshop map together with others makes me wonder if my and other maps are played more often than one or two times.

And because of that it feels like it is not worth the work.

 

Valve could solve that problem by making a "pre-operation" with maps that are full of potential. Taking a few maps into it for a week or so and then replace them with others.

I guess the community would like that, the mappers would be happy that their maps once were truly played and it would be a great way to find the next maps for a true operation.

Mappers would also get much more valuable feedback. Which would give us the ability to create better maps in the future. A win win situation for all.

What do you believe? Do you got a better idea?

Edited by Ringel

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@Ringel

I understand your frustration. My advice is to do what i did:  find a large and popular enough CS:GO community, preferably in your country, that has a public server and make maps for them. That way all your maps will be played and get tested with real players over and over again (daily !), you will observe different gameplay styles and how the players are using the resources that a map has to offer (one of the best feedbacks), you will know how to improve your maps (layout, optimisation and detail placement), and  you will see what the players really like. Don't be so focused on a 5 vs 5 competitive gameplay, give the casual style 20+ players a chance.

 If you had observed along the years most of the selected maps had an unique consistent theme, high quality custom props, high quality custom textures, all of which are difficult to obtain using only free software and require also a certain amount of artistic talent and technical skills . However, very rarely they are played on large public servers. A csgo community will always prefer the maps that you make for them over the ones selected by valve. 

Edited by Serialmapper

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55 minutes ago, Serialmapper said:

@Ringel

I understand your frustration. My advice is to do what i did:  find a large and popular enough CS:GO community, preferably in your country, that has a public server and make maps for them. That way all your maps will be played and get tested with real players over and over again (daily !), you will observe different gameplay styles and how the players are using the resources that a map has to offer (one of the best feedbacks), you will know how to improve your maps (layout, optimisation and detail placement), and  you will see what the players really like. Don't be so focused on a 5 vs 5 competitive gameplay, give the casual style 20+ players a chance.

 If you had observed along the years most of the selected maps had an unique consistent theme, high quality custom props, high quality custom textures, all of which are difficult to obtain using only free software and require also a certain amount of artistic talent and technical skills . However, very rarely they are played on large public servers. A csgo community will always prefer the maps that you make for them over the ones selected by valve.  

That sounds like a very good idea. ^^

 

Edit:

I created a training map for a france cs:go community. It was nice, something new.

They asked me to join them but they didn't wanted that I upload the maps to the workshop. They wanted them exclusively.

That is something I don't want and I did not joined. I also don't speak french. ^^

Edited by Ringel

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wait you want them to give feedback on every map on the workshop? I've been told they look at 100s of workshop maps. I don't see them ever wanting to start a dialogue with all of these mappers though, would lead to more issues than it solves. If you hang around with people on here, submit playtests etc your shortcomings will become clear pretty quickly. You get out what you put in here, can't expect someone else to tell you what to do...

 

 

Edit - just found your map via the reddit post you made about this same subject. You need to be working from references and have less of a scattershot aesthetic. lighting could do with a lot of love too.

Edited by Vaya

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No not feedback for every map. Just those with potential.

 

And about the scattershot aesthtic. You can call it art. Did you played the map or just looked at the screenshots? Makes a huge difference.

The original screenshots looking much better but after uploading them to the workshop the colours and the contrast got messed up.

Edited by Ringel

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31 minutes ago, Ringel said:

No not feedback for every map. Just those with potential.

 

And about the scattershot aesthtic. You can call it art. Did you played the map or just looked at the screenshots? Makes a huge difference.

The original screenshots looking much better but after uploading them to the workshop the colours and the contrast got messed up.

They give feedback on most of the ones with potential- it's a slight venn diagram of the maps on the workshop. I'll look at the map ingame tonight and give you more feedback.

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Well if the map is popular then that's a sign to Valve that the map already has potential. I wouldn't expect them to give feedback on a map with very little subscribers.

Besides, a lot of people create maps for the fun of it, not everyone has the aim of getting into an operation. You can get a lot of feedback from places like Mapcore and the wider CS community. If you engage with the community and put your map out there for playtests then people will come and you'll get valuable feedback.

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