Squeebo Posted January 11, 2015 Report Posted January 11, 2015 (edited) I wanted to start a thread to try and document the progress of a few of my maps from alpha to completion; hopefully to receive some feedback on which ones show the most potential, what I should focus on, all the things that need to be improved, etc. as I find it all too easy to invest a great deal of time in a map without showing it to anyone only to discover the immense list of problems once people actually start to play it(Or even see it). So I resolve to post my work here as soon as possible! All my unpolished, underdeveloped, experimental work. Hopefully I'll finish a few maps, eh? I am fairly new to mapping for CS:GO and appreciate any advice or feedback. First up, the first map I created for CS:GO, de_midnight, a map I created for the CEVO CS:GO mapping contest 2014, a map I put a great deal of time into and learned a lot from, but still needs a lot of work, this is the point I got it to before entering it in to the contest: de_midnight Game Banana Edited September 1, 2016 by Squeebo 1488 and clankill3r 2 Quote
Squeebo Posted January 11, 2015 Author Report Posted January 11, 2015 cs_villa, a map inspired by the Villa Charlotte Bronte in the Bronx, NYC; started right after I submitted de_midnight to the CEVO contest, a map I need to playtest a lot more before I do more with the visuals: 1488 1 Quote
Squeebo Posted January 11, 2015 Author Report Posted January 11, 2015 de_rooftops, a map set on the rooftops of an old European city: jackophant 1 Quote
Squeebo Posted January 25, 2015 Author Report Posted January 25, 2015 (edited) Just a few notes from today's playtest on de_midnight, any other feedback or advice is welcomed! _________________________ Sickly Yellow, Needs more blue/other colours(Put in skybox Light_Environment) Nodraw in A Tunnel Turn down Shadow Alpha, maybe to 50 or 100 Stair in Alley not clipped Colour corrections might help visuals Very narrow map Way too dark, "no idea where I'm going" Fire escape too cluttered visually Hard for Ts to gain map control Lots of chokepoints Hard to see sillhouettes Very noisy, busy, hard to see CT Spawn is very confusing Mid very small, building too narrow Light on upper ramp at B too bright, glares in eyes CTs get to mid way too soon Place lights more carefully, work on readability of areas Strange timings Edited January 25, 2015 by Squeebo Quote
Squeebo Posted January 26, 2015 Author Report Posted January 26, 2015 (edited) The layout for De_Midnight_pt1; curious what you guys like about it, what you hate about it, any pointers? Edited January 26, 2015 by Squeebo Quote
Mr E Posted January 26, 2015 Report Posted January 26, 2015 Looks cool but you might want to add some details to the skybox on the level old European city. Quote
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