ozzion Posted April 9, 2015 Report Posted April 9, 2015 (edited) This is my map, de_venice. It's mostly dev textures and brushes at the moment. Here's the map file, packed with minimap and nav file (although all the bots kill themselves every round): https://www.dropbox.com/s/c67t2gk456rja3v/avenice.bsp?dl=0 EDIT: I forgot to post the overview! More images in this album. You can post any other thoughts you had while playing here! I really appreciate it. Edited April 10, 2015 by ozzion borgking 1 Quote
jackophant Posted April 10, 2015 Report Posted April 10, 2015 you've got a T spawn outside bomb site A and you've got a very OP angle from CT spawn all the way down mid at the 64 unit head level which urgently need fixing. A has a lot of long angles through it and CTs can watch entry almost from their spawn. ozzion 1 Quote
Muffin Posted April 10, 2015 Report Posted April 10, 2015 I agree with Jackophant. I think you should give T's room to work with and decent cover before actually being contested at the bombsites. ozzion 1 Quote
jackophant Posted April 10, 2015 Report Posted April 10, 2015 Also, why is the water solid and yellow? I don't know how it affects performance, but one huge brush as a water texture might cause problems. Can I suggest extending your buildings/floors/walls to the bottom of your map and build an actual waterway? It would look a lot nicer as well. You also have a little window on the way to B, but I'm not sure of the purpose? The closest I could come up with is that it's an after plant position. Again with A, I like the way Ts can split around it, and the sight lines are interesting but too OP atm. I would probably remove the upper balcony area, or at least bring it down much lower, around 100 units or so. I'd have given more at the time, but I was too tired ozzion 1 Quote
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