catfood Posted November 22, 2014 Report Posted November 22, 2014 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: FMPONE, Squad, El Moroes and 9 others 12 Quote
Parkcityfan Posted November 22, 2014 Report Posted November 22, 2014 (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 November 22, 2014 by Parkcityfan MadMonkey119 and catfood 2 Quote
Vaya Posted November 22, 2014 Report Posted November 22, 2014 I like the idea...not sure how it'll work though? is there a better overview available than the radar one? Quote
nicoreda Posted November 22, 2014 Report Posted November 22, 2014 Catfood, when do you stop mapping ?! Every 4~ months and you release a new project ! I love you, good luck, I subscribe and I test it later. leplubodeslapin 1 Quote
kinggambit Posted November 24, 2014 Report Posted November 24, 2014 (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. 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 November 24, 2014 by kinggambit catfood 1 Quote
El_Exodus Posted November 25, 2014 Report Posted November 25, 2014 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. Maybe this one aswell. But i'm not sure. I really don't like 64 unit high objects. I suggest to lower this one a bit. The ways inside the ship (B site) are a bit too narrow imo. 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. I'm looking forward to new builds catfood 1 Quote
SirK Posted November 25, 2014 Report Posted November 25, 2014 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 catfood 1 Quote
catfood Posted December 16, 2014 Author Report Posted December 16, 2014 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 Quote
catfood Posted December 16, 2014 Author Report Posted December 16, 2014 I will also be broadcasting some live mapping action from time to time:http://www.twitch.tv/catfoood Squad and Vaya 2 Quote
catfood Posted January 30, 2015 Author Report Posted January 30, 2015 (edited) update: visual update mostly workshop link current version:http://steamcommunity.com/sharedfiles/filedetails/?id=345171392 Edited January 30, 2015 by catfood ShockaPop, jackophant, FMPONE and 11 others 14 Quote
Demolitions Posted January 30, 2015 Report Posted January 30, 2015 That is quite an impressive overhaul on the looks. I'm geniunly interested in how this is going to go now. Quote
Max (von A) Posted January 30, 2015 Report Posted January 30, 2015 Hi Catfood ! As I told you before, like this being very nice , I'm susctipto the map to receive all updates.Reminds them of many slots to upload it to my public server. Best regards Quote
Squad Posted January 30, 2015 Report Posted January 30, 2015 Starting to shape up pretty nicely I demand more streams btw! Quote
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