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Posted

So, I started working on my first CS:GO level design project a couple weeks ago, and I've been looking for a community to join...so I can get some playtesting and stuff done (and work on it further).

de_misuto (name will probably change) is a small de_ map.   No real theme yet, just trying to get a layout done before I worry at all about detailing anything.

Current Overview:
SCxwnx8.jpg

I feel that I might need to simplify the layout a bit, since feedback I got from one friend of mine included there possibly being too many routes on the map.

Anyway, I'd love to get this thing tested, or get some advice from folks so I can continue working.  I feel sort of like I'm at a standstill until I start the playtesting part of the cycle, as it were.

Posted (edited)

Welcome!

 

I actually came across this map on the Steam workshop earlier today and I clicked it to check out the topdown view :)

 

First of all, I'm assuming the red square at the bottom is T spawn (blue being CT) and the other two are the bombsites?

I haven't actually run around in the map so I have to go from the topdown view since there are no other pictures available, but here are a few things you might take into consideration:

 

misuto_fb.jpg

 

There's a rather huge sightline (the yellow area) towards the middle area if you're standing at the red dot. A good CT sniper could cover the whole middle area from that spot. I'm not sure if the structure that I highlighted in white is a wall or an archway or something, but still, the sightline would go pretty far. Same goes for the green spot (red sightline), reaching to Ts right route. Try breaking up that middle area a bit (then again, I'm not quite sure of the scale of the map, only judging from the topview).

 

Also, your bombspots are pretty close to CT spawn (not necessarily a bad thing), but since T spawn is pretty far off, I think it'd be ok to  move both bombspots down a just little bit. 

 

It would be good if you could post some actual ingame pictures of the different areas, so we could see what the map looks like! Right now, it looks kinda flat, make sure to add some height variation to make things more interesting!

Other than that, it looks like a nice start, keep it up :)

Edited by Squad
Posted

Yeah, I did post this on Workshop recently, just trying to get as much feedback as I possibly can.  I'll post some in-game shots sometime tonight or tomorrow in this thread so folks can get a good idea of how it looks.

The structure you highlighted in white is a set of doors, similar to double-doors on CT side of dust2 that lead to mid.  I could definitely add something that breaks up that red sightline that you drew in there, that definitely wasn't an intended sightline (Which would allow a sniper to definitely kill folks that are headed through that route as well as mid itself.

Thanks for the feedback, I really appreciate it.  :)

Posted

SCREENSHOTS!   I still haven't playtested yet, and I might change the lighting, but here goes.  Site A is on the left, B on the right.

 

 

Overview:
overview.jpg

 

T Spawn:

t-spawn.jpg

 

Site A:

bombsite-a.jpg

 

Site B:

bombsite-b.jpg

 

Mid (CT view):

mid-ct.jpg

 

Various shots of B-Tunnel:

b-tunnel-t.jpg
b-tunnel.jpg

b-tunnel-ct.jpg

 

Route to A:

a-route.jpg

 

Route to B:

b-route.jpg

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