iamrobin Posted September 28, 2013 Report Posted September 28, 2013 Hey guys! My first post ^_^ yay! I wanted to learn some Hammer so I put together a CS:GO map. I'm done with an early alpha version and its up on the workshop. Would greatly appreciate feedback and playtesting http://steamcommunity.com/sharedfiles/filedetails/?id=181692933 My plan is to make adjustments suggested and then do some more playtesting and then finally make it pretty and awesome. Thanks! Quote
iamrobin Posted September 28, 2013 Author Report Posted September 28, 2013 Updated with some pictures. It's still orangeboxed but the basic layout is there. Cant wait to make it pretty! Quote
Algor Posted September 28, 2013 Report Posted September 28, 2013 Needs a skylight badly or match your sky more closely to your intended skylight. Currently the contrast of bright sky + dark environment is tough on the eyes. The height of the environment feels pretty uniform throughout. It is pretty tough to create a quick mental map and gain your bearings because everything is relatively the same look (should still be possible even in this state). You might even consider a tall/unique landmark at each site that can be seen from various areas to guide players around. Some of the areas (like around A, or the smaller stairs leading to B) feel like they could get scaled 125% or 150%. I don't know if you plan to put railings on any of these but the space will get eaten up quick, especially if you have a troll or cautious player blocking the stairs for someone else trying to get by. As simple as it was I liked the interior with the columns. Also at this state you should do a quick lighting pass to call out exits to some areas. Some of this could be done by the skylight, others by hand placed that spill out of or into an area for quick reference of where to go next. Quote
iamrobin Posted September 28, 2013 Author Report Posted September 28, 2013 You definitely have some good points which I will try to fix in the next iteration. I'm having trouble solving the height /focal point problem though, as you say the map is kind of uniformly flat. I'm thinking that maybe adding those landmarks around the sites and in the skybox and also adjusting certain walls to give a better view. Hmm will have to give it more thought Thanks a lot for the feedback! Quote
Algor Posted September 30, 2013 Report Posted September 30, 2013 An easy one (although going to create more work) is to lower the walls on the playable extents or turn them into chainlink fences or something. Inside the space you can always create different tiers of building heights but just watch for line of sight so players can't get sniped from across the map (or keep that a skill move where the only position to do this from is highly exposed?) Quote
iamrobin Posted September 30, 2013 Author Report Posted September 30, 2013 That will fit quite nicely with the mirage theme im planning to use. I will also try to make the areas more unique with stacked houses, balconys and lighting. I updated the map based on your feedback and some other play testing. So now I'll start the first pass on making it look a little more interesting. Hopefully I will have a new version up later this week. I'll try to post some progress images. Quote
iamrobin Posted October 2, 2013 Author Report Posted October 2, 2013 (edited) Texturing and placing props in hammer took a lot more time than I anticipated. Escpecially when you are new to it. Anyways, here are some screenshots from the little parts i've been able to make pretty. This is basically the first pass. So when I have time i will go back and polish each area more. (Like the badly textured boxes on the site)http://imgur.com/a/2mhBE Edited October 2, 2013 by iamrobin Quote
iamrobin Posted October 8, 2013 Author Report Posted October 8, 2013 As i updated this map to a more complete state I continued this thread here : Quote
blackdog Posted October 8, 2013 Report Posted October 8, 2013 2nd and 3rd pic are pitch black on my (old) Macbook. Quote
iamrobin Posted October 8, 2013 Author Report Posted October 8, 2013 Indeed they were too dark. I fixed it in a newer version. You can check the post here: For more recent pictures. Quote
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