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Need some help on layout! (CS:GO)


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Posted

No, this is not De_Oasis layout, it's a seperate project.

I need some feedback on it!

a3QW68V.png

If you can't see it clearly, press the image.

Also, I know I know. I'm terrible at making overview pictures.

Posted

From the overview it seems like it'll be pretty CT sided as they can quickly get to a decent position to snipe entrances to both bombsites and mid? And they'll still have two players available to push forward.

 

But from an overview it's difficult to say whether the height of ground and obstacles will balance that out.

 

It also just seems a bit boring, although I can see you're probably going for "minimalist".

Posted

It's too simple in my opinion, both bombsites play almost the same way and are very basic (flat+boxes or just one upper part). The straight horizontal path for Ts is a nono for optimization purposes and gameplay (cts rushing can get many in a row). Middle is fine, I kinda like it.

 

I'm not saying you can't go with that style of gameplay, nor that it wouldn't work, just that it would be basic, generic, not unique. I'd try to think about a different gameplay mechanisms to make it special.

Posted

I mean, it would work, but it wouldnt be fun.

One mid, two bomb sites, two connecting paths to each bombsite. Each bombsite is just an open field with a few obstacles with one main entrance and once side entrance.
The way one could "execute" a play on this map would be extremely limited and also the layout doesnt propose too much of artistic freedom to make it stand out.

Posted

0mlr0hj.png

Okay, so I did some changes.

I replaced nodraw roofs with dev textures for screenshot purposes, I'll replace them back later.

First of all, the T -horizontal path is now blocked off with a wall. In order for terrorists to rotate to Bombsite A without having to go through middle will now need to go all the way through T-spawn.

I replaced one of the entrances on Bombsite A with a direct path from T-Spawn to A through door. I feel like this gives a bigger element in play, as now instead of going through meaningless second path Terrorists will now have to dedicate (x) amount of players to go through door. Kind of like de_cache.

Bombsite B now has a ramp for Terrorists, basically like palace on de_mirage. It gives an equal fighting ground for Terrorists and adds variation. Unlike the path from CT-Spawn to B, there is no ladder to go back up to ramp.

I also added de_cache-esque boost on middle to B path. A terrorist can now have cover behind it, but he can get shot from above by a counter-terrorist if he is not aware enough.

I also added a lot more curvature and angles to the map to make it stand out. 

Posted

That's better, small and simple but more interesting. I'd make the doors path shorter, no one likes such paths. Play with diagonals to make it not look like a box. Maybe an inclination in the middle of the map could be interesting, and different heights on bombspots, by now they're still a plain floor with boxes (changes are good, but the planting area remains like that).

 

Define the theme of the map, think about certain unique elements that would fit and create a game mechanism around them within the bombspots or paths. I wouldn't go for boxes if I had the chance.

 

Keep on!

Posted (edited)

JlhGOlD.jpg

There is some elevation on the bombsites, it's just not that visible from overview!

I thought it would make more sense to post actual screenshots.

 

And no, there won't be any crates.

It will be vents and water pumps.

Edited by TheGuma
Posted

Glass and metal frames supplied by HURG transportation industries.

iYYaUFs.jpg

 

 

PS; I'm still working on De_Oasis, it's just that De_Oasis is a lot larger scale project and requires a lot more work and custom assets.

PSS: I'll move this to a new thread once I've ironed out most of things (whoever figures out the name of this map I'll give you a free Esports key).

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