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  • 2 weeks later...
Posted

 

 

Yeah I'm looking at cover just now. I'm thinking some planters to break up the largest areas.

The timing thing. No...How would I go about that? soloing with a stopwatch? Do the timings need to be similar to be effective/good?

 

OK, so the first thing you need to know about designing levels for CSGO is that timing is absolutely critical to get down. The time it takes CTs to get to either site, where they physically are and what they can see at the 10s chokepoint mark. Thing like how long it takes them to get in position to watch mid, how long it takes them to rotate from site to mid, and from site to site. Same goes for the T side. 

 

You have to factor in timing because it also plays a big role in how you design other parts of the map and what advantages you give to the attacking/defending teams. 

 

You can get the timing down on your map in a number of ways, either via triggers and a little scripting, or by standing in the various positions you want to get the timing from and looking at the game clock, or by setting up spawns at those positions and restarting the match every time you reach the destination. You could also do it with friends/volunteers. I personally prefer not to use a physical stopwatch because I think it's too distracting if I'm trying to make sure that the absolute most efficient route isn't 200ms too fast or slow. 

 

Another way of getting the timing down is by looking at the fastest player speed: The player can cover 256 units/second with their knife out. You can do your initial blocking based on on that number p easily. 

 

isn't it 250?

 

That's what the wiki says, but since it's such an inconsequential amount of time I just round up for the sake of blocking and using more comfortable measurements. It also comes down to how you design your chokepoints as well, so in the long run being short 48-60  (8-10s chokepoint) units isn't something that is hard to deal with.   

Posted

http://imgur.com/a/9zfca

 

Here's an small album of references I'm going to try work into my map's internal area.

Stolen! Now I'm going to make a level using that reference and recolor the walls a burnt umber. Name will be de_autumn. 

 

Jokes aside, those look good; come sort of college I'm guessing? 

Posted

It's something I've looked into, as well as making it winter/snow based.

I'm worried about visibility though, I'll probably continue with the generic day lighting for now until I'm happy with the layout and my areas and then think more about the general theming of the map- 3d skybox/weather etc. :)

Posted

 - Map may be overly simple at present added a 'short' mid.  my playtesters liked it

- Layout Needs to be reviewed in terms of Chokes and Spawn areas

- Lighting that doesn't look like the map is located on the surface of the sun

- Radar's Y axis is screwed (misaligned both top and bottom)

- Making map look good. Currently looks like brickland  ;)

- repeating textures make my eyes bleed.

- Models need to be created for server racking. I've never done modelling  :D Valve was nice enough to include a racking model in the new DE_train update.

- Find a better map name  de_solution 

- update map's overview. .kv .nav etc to new mapname

- playtest on mapcore  :| terrified about this. Watched you guys rip apart much better maps than this  :lol:

Posted

de_brickland sounds good.

 

Here are some suggestions.

 

post-14640-0-81659800-1418486013_thumb.j

A. Don't use a different floor texture there. By cutting the edge your breaking the grid which is good. By using that texture you emphasize the grid again.

B. remove that wall.

C. remove that wall.

D. Change the texture, you use this all over the map. I think you should decide like here comes this building, the own this property and use those bricks. Now it looks everything is owned by 1 company, maybe it does but it's better not to.

E. it's good you tried the round corner but I don't think it suits with the style of the building.

 

post-14640-0-24162900-1418486014_thumb.j

Remove that wall.

 

post-14640-0-60658700-1418486014_thumb.j

red: Did they have bricks left :)

blue: I think it would be nice to make a little stair down (like 8 steps or so). That would push also the door a little bit back.

 

post-14640-0-93894700-1418486014_thumb.j

green: enlarge the brick brush, reduce the asphalt.

red: it's really steep

blue: Maybe nice to have a open door there. There could be a side walk next to the asphalt if you push that a little further in the entrance direction. The door could be a connection to that side walk. This could make gameplay in that spot also more interesting. 

 

post-14640-0-26659900-1418486015_thumb.j

arrows: different textures all over again. 

blue square in back: remove this wall.

blue in top. All the different heights in this area look odd.

green, this center thing is to symmetric in my taste. I would move the closes 2 to the green position. Then rotate the big one to form a L shape.

red: Connect it to the right. Make the stair somewhere else. This is a nice way to add more interesting gameplay by using difference in height.

 

post-14640-0-68316900-1418486015_thumb.j

A. Make a brush on top, Make it stick out a little, have the texture direction in the green arrow. Of course make the width as width as the wall.

B. Try different things to texture the floor

C. Maybe lower the terrace area a little.

D. remove that wall, maybe add grass and have a little wall on the left.

 

For the rest, maybe lower the sun position a little to create longer shadows.

 

Hope it helps.

Posted

Sorry I'm sure I replied to this before leaving work! :(

 

A lot of your ideas/issues are down the same lines I was thinking. Thanks for suggesting/documenting these though as it gives me a list of problems with this area to work through :)

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