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[CSGO] de_sandstorm


MrOzzy99

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Hey!

 

I'm working on a map that I call "de_sandstorm". It's a 5v5 map and it's inspired by Mirage and a some other maps. The layout is almost done but the design is far from done. I know there are places where I should use nodraw and clean up som areas.

 

Here's the link to the workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=384447564

 

Screenshot:

7uSzDAc.jpg

 

Overview:

QcM3AUh.png

 

If you think there is something to be done on the layout of the map, just tell me. Also if you have any ideas or other help feel free to tell me.

 

Thanks for reading and I hope you'll check out my map :)

-Ozzy

Edited by MrOzzy99
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Some quick feedback after I ran around the level.

 

Feedback:

 

This thing makes no sense to me

w5rBHBw.jpg

Because you can peek like this. (I'm crouched)

zyO2SqS.jpg

I think this balcony is too high up.

zJwwJLu.jpg

Mid has no cover for CTs or Ts, and is also a really long angle

CDcjtyX.jpg

This balcony is really high up (B site)

A4Gmv9T.jpg

as well as this balcony for CTs (B site)

Z4yhHeP.jpg

You can jump on this window from the balcony on B site, these windows should be none-solid.

XYriOBA.jpg

This lamp appears to be clipped and you can stand on it by jumping on the boxes on B site, this should be none solid also.

aPeGrer.jpg

These lamps should also be none-solid.

c8UiP0r.jpg

This room is really cramped, the ceiling is too low. Visibility could also be an issue from the lack of light.

Xh5YaCo.jpg

This vent on mid could provide some strange game-play scenarios.

MYsJ5ff.jpg This geometry needs to be fixed.

Ig675Wl.jpg

This arch appears to be glowing.

REZ6EFm.jpg

This box is 64 units tall, this means that you can only see people heads when they stand behind it and allows anyone with semi-decent aim to destroy people pushing.

WHbZUdV.jpg

From the balcony on A you can jump on the railing see into mid.

76HmSg5.jpg

A site seems to lack some cover but without playing properly I cannot really comment on this.

RJXH79n.jpg

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Some quick feedback after I ran around the level.

 

Feedback:

 

This thing makes no sense to me

w5rBHBw.jpg

Because you can peek like this. (I'm crouched)

zyO2SqS.jpg

I think this balcony is too high up.

zJwwJLu.jpg

Mid has no cover for CTs or Ts, and is also a really long angle

CDcjtyX.jpg

This balcony is really high up (B site)

A4Gmv9T.jpg

as well as this balcony for CTs (B site)

Z4yhHeP.jpg

You can jump on this window from the balcony on B site, these windows should be none-solid.

XYriOBA.jpg

This lamp appears to be clipped and you can stand on it by jumping on the boxes on B site, this should be none solid also.

aPeGrer.jpg

These lamps should also be none-solid.

c8UiP0r.jpg

This room is really cramped, the ceiling is too low. Visibility could also be an issue from the lack of light.

Xh5YaCo.jpg

This vent on mid could provide some strange game-play scenarios.

MYsJ5ff.jpg This geometry needs to be fixed.

Ig675Wl.jpg

This arch appears to be glowing.

REZ6EFm.jpg

This box is 64 units tall, this means that you can only see people heads when they stand behind it and allows anyone with semi-decent aim to destroy people pushing.

WHbZUdV.jpg

From the balcony on A you can jump on the railing see into mid.

76HmSg5.jpg

A site seems to lack some cover but without playing properly I cannot really comment on this.

RJXH79n.jpg

Hello sir and thank you for your feedback. I will remove the small pathway in a site where you can crouch under.

I'm aware that you can watch to mid from balcony and that is because I've not yet added buildings there. All the walls will be changed to close the level. Also some geometry errors will be fixed and other visual glitches. I released this on the workshop to get feedback on the layout so I know what I can improve on. 

 

The vents to mid are there for T if they want to fake B and go to mid and then A. Or for CT to rotate to A.

 

I will fix the crate so more of the player is visible, I will also try to improve the cover on A.  

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It may not look the "finest" as one may say, but what is important is that you learn from every map you make. AND the feedback you get.

I do not suggest you go ahead and start majorly updating it, but rather, finish this project, gather everything you learn from it, and then make a new project with an unique theme we haven't seen yet.

Don't you agree?

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It may not look the "finest" as one may say, but what is important is that you learn from every map you make. AND the feedback you get.

I do not suggest you go ahead and start majorly updating it, but rather, finish this project, gather everything you learn from it, and then make a new project with an unique theme we haven't seen yet.

Don't you agree?

You sir are correct. It's my first "real" map, and I'm still learning. I will try to finish it and after that from the feedback and what people like. Create another map that is improved and original.

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