Muffin 58 Report post Posted March 10, 2015 (edited) Hey guys, this is my first mapcore posted map, and my third legitimate defuse map. It's called de_unity, but I am thinking about making it based in the "mapcore offices(fictional)" where the terrorists are trying to destroy the CSGO mapmaking community by taking out mapcore . Any suggestions on layout changes and thoughts before I continue? Note: I don't have photo references. Another Note: I am an amateur at map making. Another Note: This post will be very messy Here is the overview: (New Overview with nodraw now!!!) And some other screenshots: Bombsite A: Middle: B bombsite(not populated yet): Ct spawn: Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=405320456 Rotates are great believe it or not, through upper mid, it takes about 11-12 seconds, and lower mid: 14-15 seconds. And the 'Attached thumbnail' is T spawn Edited March 11, 2015 by Muffin 1 Vaya reacted to this Quote Share this post Link to post Share on other sites
Muffin 58 Report post Posted March 11, 2015 Lol no one has said anything about the map yet xD. Anyways... Added some nice ball sculptures to CT lobby at A Lots of more pillars! And power generators at B Quote Share this post Link to post Share on other sites
Vaya 3,440 Report post Posted March 11, 2015 I'll have a run about in it tonight. Can't tell much from that overview (nodraw the top of shit man!) 1 Muffin reacted to this Quote Share this post Link to post Share on other sites
Muffin 58 Report post Posted March 11, 2015 I'll have a run about in it tonight. Can't tell much from that overview (nodraw the top of shit man!) Lol. I just finished the nodraw and I am going to upload it in like 20 minutes. Quote Share this post Link to post Share on other sites
Muffin 58 Report post Posted March 11, 2015 Here is the new radar/overview! Quote Share this post Link to post Share on other sites
Vaya 3,440 Report post Posted March 11, 2015 I'll have a look at it when I'm home Quote Share this post Link to post Share on other sites
Guni 73 Report post Posted March 11, 2015 From the screenshots it looks really really open, snipers heaven. However might play differently. Ill wait for Vaya's verdict because im running on dial up, basically atm. Quote Share this post Link to post Share on other sites
Muffin 58 Report post Posted March 11, 2015 (edited) From the screenshots it looks really really open, snipers heaven. However might play differently. Ill wait for Vaya's verdict because im running on dial up, basically atm.Currently, middle is open, but not too open. A lot of the places aren't too big though. Have a test on it And a lot of the areas have pillars and sculptures as natural cover. Edited March 11, 2015 by Muffin Quote Share this post Link to post Share on other sites
Vaya 3,440 Report post Posted March 11, 2015 Okay had a run about in it - Bombsites are too open. you want them to be close environments the players has to breach. This hurts the gameplay in two ways: Terrorists struggle for a safe plant but if they do: CTs will struggle to check all angles before defusing - Func_detail stairs and all pillars etc. If you turn off Func_detail in the visgroups you should be left with Cube rooms. No pillars and no stairs. how many numportals do you currently have?! - Some pretty long lines of sight (one from t spawn right into mid. Without any sort of cover on either side this probably would be annoying for players. -Map seems too big. According to Bot_showbattlefront 1 you have 5-6 chokes on the map which is like double what you want. I would be simplifying. Quote Share this post Link to post Share on other sites
Vaya 3,440 Report post Posted March 11, 2015 I like your brushwork btw. Cool statue thing at mid Quote Share this post Link to post Share on other sites
Muffin 58 Report post Posted March 11, 2015 Okay had a run about in it - Bombsites are too open. you want them to be close environments the players has to breach. This hurts the gameplay in two ways:Terrorists struggle for a safe plant but if they do:CTs will struggle to check all angles before defusing - Func_detail stairs and all pillars etc. If you turn off Func_detail in the visgroups you should be left with Cube rooms. No pillars and no stairs. how many numportals do you currently have?! - Some pretty long lines of sight (one from t spawn right into mid. Without any sort of cover on either side this probably would be annoying for players. -Map seems too big. According to Bot_showbattlefront 1 you have 5-6 chokes on the map which is like double what you want. I would be simplifying. So, addressing the choke point problem, one of the things is that middle has 2 levels, which probably adds on 2 of those points. But thanks for the feedback, I'll try to get it done when I get home from school. (Hehehe) Quote Share this post Link to post Share on other sites
Muffin 58 Report post Posted March 11, 2015 Done with most of Vaya's requests! New Bombsite A: Middle now has T side cover! New Bombsite B: New/better overview Please post your feedback, suggestions, and bugs! Note: I added player clips 1 Vaya reacted to this Quote Share this post Link to post Share on other sites
Benmx 4 Report post Posted March 11, 2015 looks good, what is your workflow? blender, may, 3dmax? how you texture it? i really like your concept, also rememberme some missions of splinter cell. nice. Quote Share this post Link to post Share on other sites
Muffin 58 Report post Posted March 12, 2015 looks good, what is your workflow? blender, may, 3dmax? how you texture it? i really like your concept, also rememberme some missions of splinter cell. nice. I don't recall seeing you on splinter cell. Also, I only use Source SDK and its built in textures. No external programs Quote Share this post Link to post Share on other sites
Benmx 4 Report post Posted March 12, 2015 great, your level remember rme some missions of the first splinter cell. when sam infiltrate some buildings. i look see more of your map. regards. Quote Share this post Link to post Share on other sites