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Posted

Hello mapcore, shipped is a new map I'm working on, normally I would playtest the map a bit more before posting on mapcore or share the map in general. But thought it might be interesting to try something new to get feedback early on and show more of the stages the map goes through.
I heard some say the map feels big and although there needs to be more player guiding/smaller paths the timings are the same as in most cs:go maps.

Anyway here's the download: http://steamcommunity.com/sharedfiles/filedetails/?id=345171392&searchtext=

And some screenshots of the floating block:

uWy4uA6.jpg

Zdm8FWZ.jpg

GQqvTmR.jpg

xIhdCzH.jpg

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Posted (edited)

I have some thoughts after flying around the map a bit.

I know its Block out stage in all, but almost every single part of the map (except for the bomb sites) feels the same to me. The paths on the edge of the boat are almost identical. 

 

The lack of a definite mid is not something that by itself is bad, but in this map I feel like it creates a serious disjoint between the bomb sites. To rotate from B to A and vice versa is horrible. You have to go through the side paths, which can be easily camped and watched by a terrorist. Because of the placement of the bomb sites, and the length of the paths, it is almost impossible to rotate through CT spawn. I know you are trying to avoid just going the Nuke route with adding vents, but an alternate route needs to be added. (maybe a set of stairs that extends from the back of B to a place near CT spawn). 

 

I like how you juggled with sights in the B bomb site a lot. My only request is that the T Wall that separates the two small routes would be bangable. A seems rushed, like it needs more work (duh, its a block out). 

 

I wrote a lot, but I think that most of this more or less is because of the block out (hopefully). Remember this is just from flying around, so I am maybe not the best source.

 

Thanks.

 

P.S. This map is a combination of Nuke and Import. I like both maps a lot, so I have high hopes for this map. 

Edited by Parkcityfan
Posted (edited)

some feedback:

 

I actually liked the timing for T's to get to the port (right?) side of the ship (good chokepoint engagement)-- but it felt like you have to run through a lot of empty unused space.

 

B is really inaccessible as T; T's are more likely to win by killing off CT's. I think its entrances could use some tweaking (for both teams)

 

There's lot of open space near CT spawn starboard side (left? where the shadow is); when a player tries to push that area and an enemy peaks, there's nowhere to hide.

 

I like that you take damage when you fall off that container (T sniper nest?), but I wouldn't mind a fun way to jump down without fall damage.

 

Last, just my opinion but I think spawns overall could use some trimming (just a liiittle bit). Helps with flanks and fix the long distances to get to the chokepoints i.e.

 b82hxpO.jpg

I tried flanking as a CT through T spawn and it took way too long IMO.

 

Cant wait to try out the new build! I like all the platforming. Really promotes movement mechanics!

Edited by kinggambit
Posted

I missed the PT but i just had some Bot rounds on it. So my feedback might be not that accurate compared to a real match. But the layout improved definitely compared to the first version i tested.

 

This spot where i am sitting on feels a bit op.

2014-11-25_00004a2cvv.jpg

 

Maybe this one aswell. But i'm not sure.

2014-11-25_000038uc9h.jpg

 

I really don't like 64 unit high objects. I suggest to lower this one a bit.

2014-11-25_00002nofp6.jpg

 

The ways inside the ship (B site) are a bit too narrow imo.

2014-11-25_00001c4cmb.jpg

 

This sightline is way too op for CT's. You maybe could remove the way outside of the house(?? i have no idea how this thing is called on container ships =D) and create one inside instead with windows opened to the side, so it still feels a bit like "outside". I hope you know what i mean. Maybe this would remove the overpowered sightline.

2014-11-25_00005cgcs7.jpg

 

 

I'm looking forward to new builds :)

Posted

hej there - i really enjoyed playin on the map. The upper area is really fun to play. Timings were good - not much to complain about. But i have 3 major issues with the map:

 

1. the outer routes a too shallow in some places - you should think about making them wider (maybe add some sort of interior to make more room for maneuvering)

2. you have to change the current routes onto the b-site. Its not viable to go there atm

3. i think a 3rd acces to the side (and maybe a new route leading towards that entrance) would be awesome. I could imagin a entrance from the top like open cargobay (http://image.shutterstock.com/display_pic_with_logo/187399/187399,1248978097,8/stock-photo-cargo-hold-of-container-vessel-from-the-inside-34500202.jpg) or make a new route connected to the 2 main routes which lead to some kind of "crew-area".

 

thats all - as i said, it was already a blast playin on the map - just think about changing the b-site :)

  • 3 weeks later...
Posted

thanks! good feedback. 

I worked on the map a bit more and tried to implent the biggest issues.

bombsite B has more intuitive paths
added a extra connector from lower deck to upper deck.
added and tweaked the cover

I noticed that last playtest bombsite b was used a lot more and also felt the players had a better understanding of where to expect the opposition. So that's nice

  • 1 month later...

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