MrOzzy99 Posted March 31, 2015 Report Share Posted March 31, 2015 (edited) 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: Overview: 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 March 31, 2015 by MrOzzy99 Quote Link to comment Share on other sites More sharing options...
DooM Posted March 31, 2015 Report Share Posted March 31, 2015 Some quick feedback after I ran around the level. Feedback: This thing makes no sense to me Because you can peek like this. (I'm crouched) I think this balcony is too high up. Mid has no cover for CTs or Ts, and is also a really long angle This balcony is really high up (B site) as well as this balcony for CTs (B site) You can jump on this window from the balcony on B site, these windows should be none-solid. 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. These lamps should also be none-solid. This room is really cramped, the ceiling is too low. Visibility could also be an issue from the lack of light. This vent on mid could provide some strange game-play scenarios. This geometry needs to be fixed. This arch appears to be glowing. 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. From the balcony on A you can jump on the railing see into mid. A site seems to lack some cover but without playing properly I cannot really comment on this. Quote Link to comment Share on other sites More sharing options...
MrOzzy99 Posted March 31, 2015 Author Report Share Posted March 31, 2015 Some quick feedback after I ran around the level. Feedback: This thing makes no sense to me Because you can peek like this. (I'm crouched) I think this balcony is too high up. Mid has no cover for CTs or Ts, and is also a really long angle This balcony is really high up (B site) as well as this balcony for CTs (B site) You can jump on this window from the balcony on B site, these windows should be none-solid. 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. These lamps should also be none-solid. This room is really cramped, the ceiling is too low. Visibility could also be an issue from the lack of light. This vent on mid could provide some strange game-play scenarios. This geometry needs to be fixed. This arch appears to be glowing. 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. From the balcony on A you can jump on the railing see into mid. A site seems to lack some cover but without playing properly I cannot really comment on this. 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. Quote Link to comment Share on other sites More sharing options...
TheGuma Posted March 31, 2015 Report Share Posted March 31, 2015 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? Quote Link to comment Share on other sites More sharing options...
MrOzzy99 Posted April 1, 2015 Author Report Share Posted April 1, 2015 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. Squad 1 Quote Link to comment Share on other sites More sharing options...
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