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Posted (edited)

DE_Shotoen

 

Nice setting and promising work, you can already feel the japanese atmosphere. The layout with the timings felt good as well, except the middle. Remove one path to it and we're good. The A approach could also use some tweaks to make it more attractive for the terrorists, I thought about adding a room in the corner of the A approach for the terrorists with a possible wallbang and/or peek spot. About the right angles, well, thats the architecture of those houses, can't do much about that, but maybe you'll find a way with some dividers and... stuff.

 

DE_WorkingTitle

 

Well, I disliked it as I already ranted in-game, with a few reasons:

1. Poop

2. If you're using placeholder textures, please use dev textures, these 101 dust textures represent an awful "dust3000" atmosphere and displeased me right from the beginning,

3. But the fundamental problem is the layout, the paths felt really wrong, they were long, interconnected, wide, random, with strange angles and timings. "Sloppy" one might say, like you weren't drawing a thoughtful initial layout but instead added more and more paths and connections because you felt like it. The name "workingtitle" reinforced my assumption in that regard.

 

Sorry for the rather harsh feedback. but like this great article says at the end:

Feedback is something that should be embraced because it can take a game in new directions and add features that were obvious to new players. Looking past the emotion of Internet feedback will stop you from getting upset when someone is not being subtle with their thoughts. Posting stuff on the internet is about asking for feedback and expecting only good comments all of the time is naive. The best kind of feedback is pointing out things that are wrong because then your game will improve rather than just be ‘no comment'. 

Edited by roflzomglol
Posted

Thanks for the feedback roflzomglol, the wallbang/peek spot is actually a good idea. Thanks to everybody else who played today too, it was really helpful.

Posted (edited)

DE_WorkingTitle

 

-snip-

 

 

I never had anything wrong with negative feedback. I want that. But calling it poop, or saying that it sucks, and that I should delete it and start over isn't helpful in any way. Thanks for attempting to give me some specific problems with the map though.

Edited by Stranger
Posted

 

DE_WorkingTitle

 

-snip-

 

[...] calling it poop, or saying that it sucks, and that I should delete it and start over isn't helpful in any way. 

 

And that's where you're wrong. Sure, some people might say something like that just to troll and to be mean, but others just might fail to deliver what's wrong with the map. In any case though, it's something that should make you think! It should make you aware that there might be a fundamental/great problem with your map and you have to investigate it, like "why do people have the strong feeling to call it poop, what's bothering them so much?" and not the way you're acting, brushing it off as non-constructive feedback,... it just means you have to use your brain more.

 

Not every feedback is served on a silver plate, "Feedback has to be embraced".

 

 

DE_WorkingTitle

 

-snip-

 

[...] Thanks for attempting to give me some specific problems with the map though.

 

Well, that's rude, I guess I won't attempt to give you any feedback anymore.

 

PS: About the word "poop", I just jokingly wrote it, get over it.

Posted

Hi there is it possible to get a testing slot on thursday for de_rostok?

 

dl link can be found at the workshop or this handy mediafire link

 

Yes, it's possible and you got your spot together with Skybex at 21:00 GMT+1, meaning that thursday is fully booked now and the next open playtest is sunday. xoxo

Posted

I'd love to get the first alpha of de_misuto playtested.  It's my first attempt at a CS map, so who knows how this will turn out.   I've got a thread in the 3D forums for feedback as well, and screenshots, etc.   Anyway...yeah.

https://dl.dropboxusercontent.com/u/14110092/csgo/de_misuto/a1/de_misuto.zip

 

There's the map and .nav file.  Though CT bots were acting strangely...but I really don't know anything about messing with navigation yet, so...yeah.

I also included the radar/overview, which I nearly forgot.   Happy playtesting!  I hope this doesn't suck tremendously.

Posted

Stranger I think you need to look at official maps and try to figure out what patterns and elements they consist of  that make them fun and interesting. And take a look at their scale as well. Corridor widths, line of sights etc.

 

And the envorinement you are creating doesnt seem believable. For example if you went the right route as T and down through a lowered path and then pop up again in the middle of that big wall facing the bomb site. What would that lowered path represent in a real envoirnement? Why would there be an opening in the middle of a huge wall? In modern cs-maps I expect to find the envoirnement believable. I think the dust3000-look aggrevates this problem so stick to dev-textures at this stage.

Posted (edited)

-snip-

 

Thanks. I'll go back to dev textures. I'm not really worried about the map making sense architecturally right now. But I agree that many places will need some work to be believable. 

 

I've made some massive changes and I'd love if it could be playtested on this Sunday if there's still room. If not, tuesday works too.

Edited by Stranger
Posted (edited)

Hey misutow0lf,

 

Couple of tips for you:

 

Generating waypoints for the bots is as easy as typing nav_generate into the console. You can also turn their difficulty up by typing bot_difficulty 10.

 

What happens is, CSGO only generates a nav mesh automatically if you don't have one for that file name. So if you change your map name, it will create a new one automatically if there are bots in your game. Otherwise, if you move walls or structures around and don't change the name, bots will run into walls unless you generate a new mesh.

 

Bots aren't that useful for playtesting a map but they may sometimes use routes or areas in the map in an unexpected way, which can give you a new way to look at your map.

 

Also, the radar needs to be packed into the BSP file for other players to see it when they join the server. This can be done in a number of ways. You cna download PakRat, and try that out. But that doesn't work for me for some reason. So the other way to pack it into your BSP is to upload the map to the workshop, which will do all the packing for you if your radar is in the overview folder and named properly. Then you can download your own map from the workshop and upload it elsewhere for RZL to host during the playtest. And your radar should work fine.

 

I've downloaded your map, and I'm gonna go have a run around in it.

Edited by Stranger
Posted (edited)

Just ran around the map and shot a few bots. Hard to give any solid feedback from that, but my overall reaction to the map is that it's pretty unstructured. The pathways are too interconnected, and the map doesn't have any clear directions or strategy because of this. I would try to define some separate ares of the map more, and only have a few routes between them. Good start for your first map, though.

Edited by Stranger

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