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Posted (edited)

Hey everyone!
 
This is my first attempt at making a competitive level for Counter Strike, so of course I need a lot of input and playtesting to make it a fun and balanced map.
 
Although it has textures and static models, its still pretty much a greybox.
There are a few areas I'm really not happy with, so please feel free to tear it apart!
 
I'm hoping to have it playtested soon in the mapcore server, and would love any thoughts you can give me now or after you've played it. Thanks!
 

de_tunnels_v8%20overview.png

 

 

Ingame shots:

https://www.dropbox.com/sc/ez8ps2bbsq1ud3a/NclLjCpJRm

 

Download Link:

https://mega.co.nz/#!WZAFHLYD!QUk34UrR3y5A96B2HypOxXMhYj8A9724UfHt9EqB4Dw

Edited by Stranger
Posted (edited)

It's hard to read the layout from the overview, but, looking just at the CTs, there's no path for them to rotate between bombsites without passing through either the T or the CT bombsites. Don't forget that after the bomb is planted the CTs need to retake the bombsite and they need a safe fast route to both bombsites in order to do that.

My suggestion is to create paths in the areas marked with green on this image:

 

L6ckcKu.jpg

 

You should also check your timings (how long it takes to reach each bombsite from both spawn points, how long it takes to rotate between bombsites for both teams, etc.) it seems like the Ts have longer routes than the CTs.

Edited by barrakid
Posted (edited)

It's hard to read the layout from the overview, but, looking just at the CTs, there's no path for them to rotate between bombsites without passing through either the T or the CT bombsites. Don't forget that after the bomb is planted the CTs need to retake the bombsite and they need a safe fast route to both bombsites in order to do that.

My suggestion is to create paths in the areas marked with green on this image:

 

You should also check your timings (how long it takes to reach each bombsite from both spawn points, how long it takes to rotate between bombsites for both teams, etc.) it seems like the Ts have longer routes than the CTs.

 

 

You've made me realize that B bombsite (the lower one on the map) needs another way to retake it from. The problem with putting a connector where you put your lower one is that it makes that tunnel a complete bottle neck for rushing Ts because a CT can run straight there and mow them down. But you're right, I really need a different route to retake B.

 

Was hoping I could have the map playtested today, but it looks like they've already got 2 maps. Maybe sunday.

 

Thanks for the feedback.

Edited by Stranger
Posted

Again, I'm just focusing on the CT side now, and what you want to have is a kind of circular path from BS A -> CT SPAWN -> BS B  -> BSA with a connector in the middle, basically something like this (excuse my amazing paint skills)

 

5ss7u1P.jpg

 

Those are the only paths the CTs need. Using this suggestion the CT spawn would have to be moved more to the left in order to make the middle connector longer and the timings more even, but that's basically it.

Posted (edited)

My impression is that there are several areas that could benefit to be enlarged, especially the route at the bottom of the map, makes me think of Long A in Dust 2, but so tight and without cover that I dunno, feels scary to picture myself to adventure there.

 

i think it's an interesting layout - i am not sure the top site will get used all that much, but who knows if that will be the case.

 

Moving the T-spawn up a bit would help, or you are referring to the layout of the bombsite itself?

Edited by blackdog
Posted

Again, I'm just focusing on the CT side now, and what you want to have is a kind of circular path from BS A -> CT SPAWN -> BS B  -> BSA with a connector in the middle, basically something like this (excuse my amazing paint skills)

 

 

Those are the only paths the CTs need. Using this suggestion the CT spawn would have to be moved more to the left in order to make the middle connector longer and the timings more even, but that's basically it.

 

As I said before, I agree that it needs another option for retaking the site, but if I add a path there, the CTs can just loop around behind the Ts as soon as they rush past, because its so close to CT spawn as well. I'm thinking about what I can do about this site. Haven't come up with any ideas I completely like yet. But thank you for pointing it out.

Posted (edited)

 

Again, I'm just focusing on the CT side now, and what you want to have is a kind of circular path from BS A -> CT SPAWN -> BS B  -> BSA with a connector in the middle, basically something like this (excuse my amazing paint skills)

 

 

Those are the only paths the CTs need. Using this suggestion the CT spawn would have to be moved more to the left in order to make the middle connector longer and the timings more even, but that's basically it.

 

As I said before, I agree that it needs another option for retaking the site, but if I add a path there, the CTs can just rush into the tunnel and mow down a rush. I'm thinking about what I can do about this site. Haven't come up with any ideas I completely like yet. But thank you for pointing it out.

Edited by Stranger

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