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Posted (edited)

I'm not sure Starcraft is a great example, at least in the pro scene, they've been playing the same maps since launch - sure, they each tweak the formula a little, but the underlying game doesn't change drastically. 

 

I suppose it comes down to the point of either building a competitive map, or just a fun public map, both are challenging in different ways. 

 

Mapham, it seems like your trying to change things to appear different from everyone else, this is good, usually at that point you are working on a modification and can get assistance proving your ideas. Unfortunately this isn't Starcraft with an advanced script language capable of changing all the game rules, and if there was that possibility you'd be competing against everyone else's changes. You have to work damn hard to get you Starcraft arcade map to stand out, just the same as CS:G

 

It's all about being creative within the limitations you have, when your great at doing that people will listen and help you achieve bigger better things.

Edited by 2d-chris
Posted

cs_agency: I've missed a few versions in previous playtests, but it plays a lot better since the last one I tested. The balcony in mid could use some cover here and there. I never felt really comfortable entering it. Not too much cover, but just a few things here and there to duck behind when someone's engaging you (it should still feel a little risky :)).

 

I only played a few rounds on it as CT, so I can't comment a lot on it, but it was a lot of fun!

I also like the rooftop setting and the general style. Perhaps could use a bit more color though (like Mirrors Edge, as someone else mentioned?).

 

de_viper: easy to learn (even without radar and with dev textures), fun layout. A bit too big in some areas (the bombspot with the big ramp coming from mid, not sure what letter it is).
Looking forward to how it's gonna turn out visually a lot!

Posted (edited)

Well, I wasnt exactly saying that counter-strike should be modded into something entirely different. I meant that maps could promote more diverse styles of gameplay, while still being counter-strike. Like the idea expressed in my last post. Point was not to change game rules themselves, but just making maps differently.

Edited by Mapham
Posted

Like Vilham said, you can change things up, but people may not like surprises.

 

I think (never done this, so I might well be wrong) you can restrict weapon choices, change reward money, etc. within a map. You can have 3 bombsites, or just 1. You can have hostages spawn randomly in one of a dozen locations, etc. As for having intentionally unbalanced players numbers; I think that might be difficult to have such a map in rotation on a server that uses auto-balance.

 

I think the biggest variation between mainstream maps was between defuse maps and hostage maps. CT's are more or less on the defense on de_ maps, and T's could generally camp their base with cs_ maps. However, with the change in the hostage mechanics, cs_maps have become more like de_maps, because now on maps like cs_italy, the terrorists have to guard 2 quite distinct areas, much like CT's on de_ maps.

 

Part of the fun of CS, at least for me, comes in coming up with tactics, and adapting those based on enemy play. On many classic CS maps, you can defend with an awp, rush with a smg, camp with a shotgun, run and gun, move stealthy, etc. If you spawn on a tower with a sniper rifle, while CT's try to rush your location, that tends to take away the choice of the player, which many people may not like. 

 

I liked cs_havana in CS:S, which had randomly changing routes, but it not very popular on servers. CS:GO supports custom game modes, and there is an example of a sniper vs T's with the map Rooftop Control, I have no idea how popular that is online.

Posted

Hello! I'd like to get my map de_sake up for play testing tomorrow at the normal time (Tuesday, 21 GMT). How soon would you need my current map version? I'm still doing a little work today that I'd like to have done before the playtest.

Posted (edited)

2 hours before the test is nice.

In that case here's the files =).

 

https://dl.dropboxusercontent.com/u/41027277/de_sake_067a.bsp

https://dl.dropboxusercontent.com/u/41027277/de_sake_067a.nav

 

Just a disclaimer for everyone. Some parts of the map have most of the detail work done, most do not. You'll find lots of ugly buildings, missing areas outside of spawns, and lots of single texture pieces. In many of these chases I'm up for suggestions as I'm running out of ideas as to what to put where. The map is built with competitive play in mind and I'd like to here and suggestions and concerns on it based on that goal. Aesthetically , I'm just not that good at detail work XD. This is my first time  texturing and optimizing a map. It's been quite the learning experience. =)

Edited by MrSkellyBones
Posted

first map (tarrys map)

 

Moving the A bomb site was a good idea. The new route at the far right of B im not sure about. Otherwise its still pretty fun. Rotating to A from B is still very harsh though as its a low entry.

 

Second map

 

I would simplify the map back down to box layout (there is too much noise right now), remove any random shapes etc and simplify the routes down. Then think about the theme of the level.

Posted

Overrun

I can't remember which bombsite was which so I'll call the one with two ladders A and the other one B. I think the A site is pretty good, though I disliked the new route for T's that is opposite the old one (the routes where they enter the bomb site area). Perhaps the old choke was a bit brutal but I feel like they have a bit too much freedom now. I mean, they can also push in from mid into A.

 

I disliked that T's sniper nest on B was connected to ground level on the CT side. I think T should have that sniper nest to themselves (the one with the window) and that they can jump down from the window to push forward, but it's a one-way thing (they have to commit basically). The indoor paths in and around the sniper nest felt a bit mazey.

 

Sake

Surprisingly good foundation but with crude and confusing visuals. The material choices, types of buildings and exteriors feel a bit random. And some of the architecture feels very implausable. I would love to see a more cohesive look.

Posted
I would simplify the map back down to box layout (there is too much noise right now), remove any random shapes etc and simplify the routes down. Then think about the theme of the level.

 

 

Sake

Surprisingly good foundation but with crude and confusing visuals. The material choices, types of buildings and exteriors feel a bit random. And some of the architecture feels very implausable. I would love to see a more cohesive look.

 

Thanks for the feedback guys! I'm going back and trying to work out a more coherent theme. I'm also reworking a few of the paths and hopefully we can do another playtest in a week or so =D. (Also just got the minimap working. hooray)

Posted

cs_agency

I like the new routes - the toilets and first floor walkway - they stop T's rushing a lot, which slows the pace a bit. Makes the map more balanced.

The art is looking great!

One thing that is not clear yet is what type of office it is - an architecture company, a law firm etc Some indication of that would go a long way I think.

Random ideas

bas-offices-6.jpg

 

modern-architecture-interiors5b.jpg

 

l.jpg

 

foyer-web-1.jpg

 

Something big in main room

 

Cevahir-Mall-Istanbul.jpeg

 

 

http://www.diymag.com/creative-ideas-office-decorating-interior-and-furniture/

http://www.london-fine-art-photographer.co.uk/tag/buildings/page/5/

http://www.cgtrader.com/3d-models/architectural-interior/hall-lobby/office-building-interior-scene-render-ready

 

cs_agancy_02.jpg

Possibly something blocking the ground to the first floor so that people have some sold cover there. The two guys can't see each other.

 

de_viper

 

I enjoyed the map. Took a bit to learn, but I think this was because there was no radar. Layout is really straighforward.From the blockout, it looks like it will be really interesting visually. Looks like it might be based in Karnak?

 

This spot feels really powerful.

 

de_viper_01.jpg
 

Felt like a route here might be worthwhile since the spot up top can only be accessed from round the back.

 

de_viper_03.jpg

 

Dead end here.

 

de_viper_02.jpg

 

de_overrun

 

Really like the map, and has good opportunities for different weapons. One route I avoided a lot after using it a couple of times was the under the bridge rotation route from the ladder site, to the other site. It felt like you could get shot from a lot of places. I definitely think some extra basic landmarks would help now, even if they are really rough.

 

de_sake

 

Felt a bit confusing at first. But easy enough to learn. The sites felt solid, though one of them -  the outside one seemed to have a lot of windows and places to hide. The ladder route in the wooden tunnel felt a bit out of keeping with the rest of the map. I liked the stair route up to the site, but the metal railings got in the way of player movement in an area that sees a lot of action.

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