jakuza Posted February 14, 2015 Report Posted February 14, 2015 Hello, First off, I think the community's awesome, and this place is definitely the best resource for CS:GO mappers or any kind of mapper really. As to the map, I'm looking for opinions on the layout mostly. I'm gonna change the name eventually too. I've been working on and tweaking this layout for a while, but here's where I've currently got it: My references for layout were mostly from old towns in Belgium, so I'll probably be using the Cobblestone assets for detailing. Thanks tomm, FMPONE, JeanPaul and 6 others 9 Quote
tomm Posted February 14, 2015 Report Posted February 14, 2015 hello, I think this looks lovely you should schedule a playtest so we can see how it plays and all. Quote
text_fish Posted February 14, 2015 Report Posted February 14, 2015 Looks like a really original layout, I like it. I guess just be careful there aren't too many complicated angles going on. Quote
Deh0lise Posted February 15, 2015 Report Posted February 15, 2015 There are some parts I really like, and middle looks like might be fun to play. What I'm not really sure about is CT spawn placement, CTs going B might get bored of running around, placing spawn in middle usually works better because of that. I'd need to test it to be sure as it is quite hard to judge that solely with the screenshots. Quote
swst.turn Posted February 16, 2015 Report Posted February 16, 2015 Nice layout, but i think CT have too long rotation time for retake bobmsites. Quote
jakuza Posted February 16, 2015 Author Report Posted February 16, 2015 Nice layout, but i think CT have too long rotation time for retake bobmsites. Yeah I think so too. There are some parts I really like, and middle looks like might be fun to play. What I'm not really sure about is CT spawn placement, CTs going B might get bored of running around, placing spawn in middle usually works better because of that. I'd need to test it to be sure as it is quite hard to judge that solely with the screenshots. I'm thinking maybe of compressing the area between A and B horizontally to get rid of some of that, but I've only tested with bots so far. I've got a playtest down for 19th, so hopefully then I'll figure out what actually works and what doesn't. Thanks for the feedback, everybody! Quote
jakuza Posted February 19, 2015 Author Report Posted February 19, 2015 So it played very differently from what I expected: -B timings were off -mid was flanky -rotations are funky Hopefully you can let me know if there are more things I need to look at. Thanks for testing! Quote
jakuza Posted April 11, 2015 Author Report Posted April 11, 2015 (edited) Whoa, it's been 2 months. But I think a2 is ready now. Here is the new mid: And here is a new choke door: New layout: I'm not very sure about a lot of things in this new layout, especially the new sightlines, but I'm gonna get a playtest asap. Here are a few of the assets I've been working on as well, for the snowy European vibe (I'm pretty new to modeling so I was super happy at how they came out): Thanks! I will try to update this more often if I can. EDIT: Here's a link if anyone's interested https://www.dropbox.com/s/j9dn3t13yl3xiwp/de_street_a2.zip?dl=0 Edited April 11, 2015 by jakuza Radix, LATTEH, 1488 and 4 others 7 Quote
jakuza Posted May 26, 2015 Author Report Posted May 26, 2015 (edited) Okay, update time.A2 sucked majorly, so I've tried to reset and look at this map objectively. I deleted basically everything besides the bombsites and spawns, and reworked the routes. It's definitely not as interesting now, but I'd like to make it work before I worry about that. Here are some timings:CT:12 seconds to A7 to B11 to statue (middle of map)T:16 to A18 to B9 to statue (slight advantage)I think the fact that the map didn't really have a mid before was really breaking everything, because there were no direct ways to get from one place to another in most cases. Here's the new overview:I've been working on the look too, and figuring out what assets I'll need. The new reference is Old Town in Edinburgh. Still working on replacing cover objects and getting some nice lighting prefabs, but I like where it's going. Edited May 26, 2015 by jakuza Bevster, Lizard and Squad 3 Quote
Parkcityfan Posted May 27, 2015 Report Posted May 27, 2015 Have you thought about potentially there being a problem with the readibility with models? Looks great though. Quote
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