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Posted

Okay fellas, I'm gonna try to get an extra test together tomorrow, Sunday, the 4th of August at 21:00 GMT+1. We'll be playing Agency and FMPONE's new map.

 

Personally, I want to try out the changes to Agency ASAP, so that I can evaluate them and continue refining the layout. I have done a couple of changes to the layout and I've also started to art it. Here's a sneak preview:

 

BjXGtdj.jpg

 

Aw yissss, stolen Vertigo-skybox.

Posted

Really dig the change from street level to high above ground BTW, can't wait to see it all arted up too~

 

I haven't read the feedback from the last test so I don't know if it was mentioned, but I kinda miss the corridor that went to the main atrium. Right now the CT's have a really tough fight to get to the T's, and that path felt like it evened the odds a bit. That or perhaps adding some pillars/open rooms next to the long corridor thats sorta part of the atrium.

 

Anyway, still dig the map, but it feels like there's something missing here~

Posted

Smart move to the rooftop setting, but since the outside doesn't get a ton of use it should probably be something a bit more interesting. Rain and thunder anyone? Night time? Who knows.

Posted (edited)

Those who want a sunset setting will in all likelyhood be pleased when the map is done.  :)

 

See you fellas tomorrow!

 

Really dig the change from street level to high above ground BTW, can't wait to see it all arted up too~

 

I haven't read the feedback from the last test so I don't know if it was mentioned, but I kinda miss the corridor that went to the main atrium. Right now the CT's have a really tough fight to get to the T's, and that path felt like it evened the odds a bit. That or perhaps adding some pillars/open rooms next to the long corridor thats sorta part of the atrium.

 

Anyway, still dig the map, but it feels like there's something missing here~

 

The old path created some gameplay problems. The layout was too interconnected and didn't promote classic Counter Strike gameplay (few routes, high risk chokes). It also allowed T's to very quickly attack CT's from the rear.

 

What I've decided to do is to simplify the map down to 3 basic routes and verify that this core basis works. This comes at the cost that the map feels a bit simplistic (and might be the reason why you feel something's missing). That's why I'm currently reworking the paths to add some personality or "twists". Things like CT's grenade-window into the atrium. For example, the side-route (the big room that's not the main atrium) now has a balcony for CT's side. It gives them elevation at significant risk (crossing through line of fire). That risk can be reduced by smoking and it should make the area's dynamics a lot more interesting.

 

5t7YJEQ.jpg

Edited by Puddy
Posted

Agency: Really liked it. I'd like to see more glass inbetween the rooms though, almost ot the point of not having solid walls. What that means for optimization though I'm not sure... either way that's my main complaint. It just seems like a fun map that's not fully taking advantage of a glassy, transparent theme.

Posted

I didn't really like Agency last week, but I had a lot of fun on it this time. The balcony, bathroom, and thicker mid wall made all of the CT approaches feel a lot better and less like a meat grinder. I didn't get to to play it on T and I missed the second map completely since my computer crashed on the team switch  :(

Posted

cs_agency:

 

I really like the visuals so far. It gives off the Mirror's Edge vibe of being really bright, clean, and vibrant. I feel now like changing it to sunset might ruin that but we'll see. The ads in mid were also a nice touch =). One thing on gameplay though, I felt like the paper room with the hostage in it was unbalanced. A terrorist could sit in there and watch 2 of the 3 mains paths (stairs and one of the mid walkways) to the hostages while in strong cover. Maybe just change that paper box prop to something taller so they have to leave the room to see out into mid. 

 

 

de_viper:

 

Looks like it could be interesting, hard to tell gameplay with just open areas and no real cover besides from the bsp. A seemed like it was too easy to defend and as a T I never felt like I wanted to go there. (this could obv. change being 5v5). A site looked really interesting though. B was a fun site, but seemed a little large. 

Posted (edited)

Thanks for the feedback fellas, I'll see what changes are made next. :)

 

Tarry: I'm glad you liked the map this time around and I can fully understand why you didn't enjoy the previous iteration. I also want the kind of "wiggle room" that the new changes allow for CT.

 

DE_Viper

I felt like the map is a good start, but I can't help but feel that some areas are far too open and wide. I'd like to see things tightened up a bit. It's mostly towards the middle of the map and B. A is relatively snug already. The flow of the map was pretty good though.

Edited by Puddy
Posted

cs_agency

Really enjoyed playing this level. However it still felt more balanced for T. Not sure why, maybe it was because the T got that huge balcony at mid and CT the small doorway and the long hallway.

de_viper

Love the gameplay in this one. Some of the areas are maybe a bit to big, but on the other hand that made it a lot more fun to use the small side routes. Which already gave me that mysterious Egypt feeling :)

Posted (edited)

Someone talked here about classic cs play, which raised a question from me. Why does map need to always promote classic gameplay? I mean, like in starcraft, there are maps which are promoting different styles of play by design. Why dont mapmakers innovate in counter-strike?

 

I just got an idea of a map, where terrorists have more players than CT's, but CT's have very considerable defenders advantage, roles could be vice versa.

Edited by Mapham

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