Jump to content

Recommended Posts

Posted

Hello everyone!

 

Figured I'd pop in and show off what I've been messing with for the past couple days.  This is really my first attempt at actually making a defuse map for CS:GO so I figure it's best to get some advice now rather than later.

 

zvXxtJG.jpg

 

Currently the map isn't much to look at.  I've really only blocked it out to get the main idea down.  At this point I'm just wondering what people think.  Any feedback is appreciated at this point.

Posted

I think the most useful tip would be to simplify the layout i.e. Is there a reason why T's have 2 routes that lead to the same A entrance?

 

Also, unless it's part of the theme of the map to have narrow alleyways everywhere, I think having some open space would gie it less of a rat-maze feel. I'd also suggest adding some verticality (I know it's just a block out though).

 

Just my 2 cents though. :)

Posted

Yeah I had a feeling I overdid it with the side paths.  I'm gonna cut those out for now and get to resizing my main pathways.  As for verticality, I intend to add some later on.  Currently though I'm just looking to get the basics down first.  Well I'll get to it and start making those changes.

Posted

Thanks for the advice everyone.  So the map has gone through a bit of a change and I'm certainly liking it a bit more now.  So I've removed all the side paths and have redone the remaining pathways to give them a little more space.  I think it looks less cluttered than before and hopefully much simpler.  I also went through and redid the middle path to make it stand out less and hopefully blend with the rest of the map.

qqclNd2.jpg

 

No vertical parts yet, but they will be coming along as soon as this portion is sorted out.

Posted

i would suggest building a slope here:

 

11q3rR8.jpg

 

this way you could extend the short route from t-spawn to bombsite A. also it could be good for the player's orientation if they know there's this one slope / stairs / road to A  and a flat route to B.

just thinking. good luck with the map!

Posted

How long it takes to rotate from A to B? You can compare time with official maps to find optimal time. Also have you thought giving another route for terrorist to A? One interesting possibility could be from the middle. Good luck with your map!

Posted (edited)

These are the current times for the bombsites for both sides.  I think some adjustment might be needed for the times, but that should be fairly simple.

CT to A: 10-11 seconds

CT to B:  9-10 seconds

CT fom A to B: 11-12 seconds

T to A: 10-11 seconds

T to B: 11-12 seconds

 

As for another route, I guess it couldn't hurt.

 

Edit:  Alright so I did a quick wip for another route from middle to site a.

xQKHUhN.jpg

I like the idea of having a path here, but I'm not sure if it looks right currently.  What do you guys think?

Edited by Volk
Posted (edited)

That's not necessarily such a bad thing. Dust 2 has a sightline the length of the map. Looks to me like if T's took the right-hand route to B they could still plant without ever having to actually cross the sightline, but maybe those brave enough to dash across it could be rewarded with a better defensive position or a route to a nest from which to snipe back. If you did want to go down that route you would probably want to block the sightline in to A from T side so that snipers can't easily cover each site.

 

Height could also play a factor. It looks to me like there's a downward slope along that horizontal path near the A site, so maybe a bridge/pipes/vents cut across it, obscuring snipers on the high ground from seeing the low ground easily.

Edited by text_fish
Posted (edited)

As much as I'd hate to do it, I think I'll have to change that part of the layout just a bit.  I put a raised walkway down right after the ramp leading to B, but that sits too high up to effect any shots into B.  I tried popping a sliding door down, but that's a temporary fix at best seeing as CTs could just rush the door and pop it open.

 

Oh wait, I think I got it.  I popped down a little side entrance that limits the view just a bit.  I'm thinking a few crates or a forklift might block it off just enough.

Edited by Volk
Posted

Alright I'm back with a little bit of an update. I think I'm close to being done blocking out the main floor.  I've added another pathway from mid leading to A, and hopefully I've fixed the issue of CTs sniping B.  I imagine there's a little bit more to fix up here and there, but I believe I'll be able to start work on the vertical sections pretty soon.

 

A4a5wYk.jpg

 

As always feedback is appreciated.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...