jusezz Posted December 10, 2014 Report Posted December 10, 2014 (edited) Hello! Recently I figured out that level-designing is really interesting, so I decided to start my first own project with temporary name de_'village'. Here is a layout. By playing ~5-10 rounds with bots I found that this have a nice timings. But I'm stuck with connecting paths, maybe you will give me some general advices. The whole middle will be inside a large house, with 2 exits to B, upper (balcony) and lower (doors). Other parts is an outside area. A - some kind of food (now not only food, but ammo) storage, and B - CT's temporary ammo storage too. By the way, the current map size is ~3424x4700 Hammer units. Problems that I found while solo/bot testing: - map feels really small (but if I increase the size, choke-point timings will more than 10-11 sec) - can't find some interesting connecting paths (I think it's because map have really small space between mid and sites) Edited December 10, 2014 by jusezz Quote
Vaya Posted December 10, 2014 Report Posted December 10, 2014 More vertical height is the easiest way to make a map more 'complex' and add some dynamism to it jusezz 1 Quote
Mvllsk Posted December 10, 2014 Report Posted December 10, 2014 Don't get me wrong, but so far, by just looking at the overlay, I cannot make out anything interesting to the map. It's one path to A, one Path to B and an open Mid with a corridor to B and one path towards CT. The map lacks some alternative routes, otherwise you can only do little execution as a T on this map. Quote
JeanPaul Posted December 10, 2014 Report Posted December 10, 2014 (edited) Wayyy too many 90 degree angles. EDIT: The map is literally all 90 degree angles. Get some variance in there! Edited December 10, 2014 by JeanPaul Quote
Recommended Posts
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.