DanK Posted April 7, 2015 Report Posted April 7, 2015 (edited) This is my third attempt at a defusal map and also the first map that I want to show to you guys (My first post!) because I would really want some feedback from people who can give great constructive criticism and I'm running out of problems to find. This map has no theme nor a permanent name, as Jeuk is a placeholder name that I'm using for this map atm (I randomly thought of the word, it's apparently a dutch word for 'itch') so I'll get back to that later unless someone could help me out with that as well. I'm not sure I can say anything about how it plays out though, but I can tell you that my friends and their friends are impressed at first I'll include some pics below and also got a lovely overview above all this writing. You can subscribe to the map here. Part 1 T Spawn 21 secs roughly to run to opposite spawns CT Spawn B Site A Site Middle (CTs peek first by one second, Ts have an optional "underpass" to peek from) Part 2 Inside B Inside A Outside B Outside A Edited April 7, 2015 by DanK Quote
anonimooseplayer Posted April 7, 2015 Report Posted April 7, 2015 Verigudmap/10 The review on imgur cause too lazy to code the pictures into the post. Another issue i see with the map is the dead space, it's also gonna be a pain to detail... But a very interesting map indeed. I especially like the style of it, the bridge on B was a really nice touch, that should be the central figure to the map, what makes it different,the photo that should appear on the workshop. You enter the site and you see that bridge. Awesome. If you're able to nail the colors too it will look amazing. Quote
DanK Posted April 8, 2015 Author Report Posted April 8, 2015 (edited) Thank you very much for your feedback and opinion, I will be sure to have these in the next update in a necessary way And yeah, I really thought that B bridge was going to be something special when I first thought of it, so I've got that going for it. Edited April 8, 2015 by DanK Quote
DanK Posted April 13, 2015 Author Report Posted April 13, 2015 Alright, I have updated the map with a new version, not sure where I'm going with this though. I might not do anything major until I could get a playtest organised but for now I'll leave with this: I added a squeaky door to B upper house/bridge, opened up connectors in mid for easy rotation and you don't need to crouch through underpass to get out to mid. etc etc Again, I would appreciate some feedback and suggestions, thanks. Quote
DooM Posted April 13, 2015 Report Posted April 13, 2015 Just some thoughts after running around the map, I cannot comment on too much as I haven't played the map in a competitive environment. There is a horrible Head-peek on mid from the underpass. I think you should raise this and change that water texture too, maybe. This is way too deep, I think it's too hard to check for retaking CTs, maybe make it so their gun sticks out? The scale of the underpass is horrible, lower the floor or raise the ceiling, it feels way too cramped. Maybe raise this slightly as you hit your head when you jump Maybe change this to wood? I don't think the glass adds anything to gameplay. This ramp is a little bit steep Quote
pjw0 Posted April 13, 2015 Report Posted April 13, 2015 Walked around a little and my main impression is that it takes a long time to get from place to place, and a lot of that time is taken up by hallways that don't need to be as long. The timing for the Ts and CTs to get to the sites seems about right. The sites are very far apart though. The most direct routes between the bombsites are about 15-20 seconds, without accounting for any fighting, and running past T spawn to use the outside B routes is about 30 seconds. Compare to dust2, where the time to run between the sites is about 10-15 seconds across CT spawn, and CTs don't need to run through T spawn to be able to use the further site entrances (long A, B tunnel). It seems like a few seconds could be taken out of the middle of the map, mostly between mid and B, but also between mid and A, by just shortening some of the hallways and bringing the sites closer together. The two outside B routes could be left separate from the rest of the map all the way to T spawn like they are, but that will give the Ts two large areas to lurk after planting where they don't need to worry much about watching their backs, they can just face towards boiler from upper, or towards site from lower and only watch one angle. A plant on the T-side edge of B in the open seems very difficult to defuse because of this; Ts can watch/listen for defuse from two different angles with really no chance of being attacked even from the side, and if the CTs come around the back, they will make noise because they need to be running the whole way. Similarly, having two areas at A (the white walls) where Ts can back into a corner and wait for a defuse seems very tough on the CTs as checking both of these kills a lot of time (CTs need to run back toward these corners to check for Ts, since there is plenty of space to hide from view and then pop out). It's hard to guess the balance/competitiveness of the map. The Ts have 4 ways to go, and it looks like can rush across mid to the B bridge relatively easily for a fifth, which is a lot to cover. On the other hand, the two outside routes to B are very isolated from the rest of the map, meaning Ts will have a big time disadvantage transferring to and from here. Some of the extra connectors (underground to mid, mid to B, mid to A) are long enough that they start to become an area themselves, which may contribute to an overall feeling of confusion and too many options. These could easily be shortened and open up in different places, so they become a 1-3 second way to shortcut a longer path. The overall loop connecting lower B and the upper hallway behind/above B is very long. It seems like the CT side of B (or just the wall separating upper from lower here) could be shortened quite a bit, and the point where the upper and lower routes from T spawn separate could be a lot closer to the bombsite. Moving this split could improve the balance of the map by letting the CTs block the Ts at one point here instead of two, if the map does prove to have too many ways for the CTs to defend. A connector or one-way drop from behind T-mid down to the lower B route might make these two routes into B more viable for the CTs to defuse. On a more pedantic note, there are five entrances to B (three easily accessible by Ts) and two entrances to A (only the front way easily attacked), suggesting that B is actually the main site and should be called A. Also, the low ceilings in some areas that you can hit when jumping are annoying and don't seem to serve any purpose. Quote
Den!ed Posted April 14, 2015 Report Posted April 14, 2015 This map needs salt... Nah actually its pretty good how it is right now except that when you are playing on it it is easy to get lost because there isn't any texturing or detailing so callouts are pretty much non existent. Quote
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