snorix Posted April 9, 2015 Report Posted April 9, 2015 (edited) Hey guys i've started making this map some time ago, and i have been changing it alot, but... still really unhappy how about it is at the moment, i mean its far away from being done, and may not be pretty nor the best map ever, but i would want your opinion on some main aspects that i need some help with, maybe some ideas on what to change or remake or so, here it is the workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=419347084 New link: http://steamcommunity.com/sharedfiles/filedetails/?id=442203354 In case steam workshop download doesnt work for some reason: https://mega.co.nz/#!JoRgCTqI!FMugbP4SMCqKh73ScHt9NWaaijm-Z2lqBDDfpGEKhzY As you might noticed already map has no name yet, so if you have any idea be free to post here The first thing i'm not even close to like it is the B site, it's way too open (you'll understand if you try the map) i've put some boxes in there but maybe there are too many, tell me what you think. Finally i don't have a great feeling about the mid of the map either, but once again i want your opinion, cuz i havent been getting many feedback on workshop, and that's a thing i need to improve the map. Cheers Snorix Edited May 13, 2015 by snorix Quote
Muffin Posted April 10, 2015 Report Posted April 10, 2015 Well you've obviously mapped before (?) cause your brushwork looks experienced. One thing I would suggest it too stop detailing for now so that you can recieve feedback from fellow mapcorians, without struggling to make changes. Try to schedule a playtest here : Quote
ESToomere Posted April 10, 2015 Report Posted April 10, 2015 de_Nomayet, you're welcome. Vaya 1 Quote
jakuza Posted April 11, 2015 Report Posted April 11, 2015 Haha yeah, at first glance I thought the name was some obscure Middle Eastern city. Quote
snorix Posted April 11, 2015 Author Report Posted April 11, 2015 Well you've obviously mapped before (?) cause your brushwork looks experienced. One thing I would suggest it too stop detailing for now so that you can recieve feedback from fellow mapcorians, without struggling to make changes. Try to schedule a playtest here : Well i won't have much time for, maybe the next week and a half or 2 weeks so i won't be able to schedule a playtest... Quote
pjw0 Posted April 12, 2015 Report Posted April 12, 2015 (edited) I would say the biggest problem or area for improvement is that the map is mostly made of two bombsites that are too-large open areas, and alleys/streets which are too straight (can see almost all the way across the map) and whose walls are too straight (can't be used for cover). Two maps to look at would be Italy and Inferno, where there are long streets and hallways, but there are opportunities for cover in the form of corners and walls that have corners in them, and very long areas are broken up with corners (banana on Inferno, CT far left on Italy). From the T spawn, the time to get to the bombsites and plant is a little on the long side (but not much). The fence running between the columns where the underground path comes out seems like a killer. Whether you come up from underground, or around from CT spawn, the distance you have to run to go around this fence is very far, and without much in the way of hard cover. The extra time the fence adds makes the underground route basically useless for the bomber, because this is already the longer route, and any benefit from coming out by surprise here is lost by having to run 5-10 seconds in the open to go plant. A lot of the open areas and alleyways are unnecessarily large. Bombsite A could easily be reduced by 25% or more in each direction. The area from CT spawn overlooking A could be smaller, and the wide stairway could be a lot narrower. The alleyway leading into A from mid is very tough, because you have to run what looks like about 512 with no cover to get into the larger open area, which also has no cover nearby against the stairs on either side. Bombsite B could probably be reduced some as well. Most of the crates in the bombsite don't provide good cover, because they're out in the open (instead of against a wall) and still leave you exposed to a lot of angles. The two blue buildings in between the bombsites don't need to be nearly as big as they are. The time to run between the bombsites for the CTs is probably too long, and this is made more difficult by it being very long straight areas. The bridge is unnecessarily long and wide, and the height of the arch looks weird. Also, the bridge itself seems out of place; maybe there should be water running under it, instead of just a puddle back by T spawn. The two displacements (with the puddle, and under the bridge) have deep bowls in the middle, but this doesn't do anything, so they might as well be flat. Most of the outside low walls are too wide and tall. If you walk up to a wall like this, you should be able to see down at least somewhat. The low walls (bannisters?) at bombsite A are probably about the right height and width (along the top) to be used around the map: you get good visibility if you walk up to them, but you would have to jump on top to see someone directly below. These bannisters are inconsistent though; some of them on the lower side you can walk over, you should wrap these in clip brushes to make sure that they act as a low wall instead of steep stairs. The CTs would be helped some by an entrance more directly from CT spawn into the orange-hallway building. The hallways inside this building are inconsistent in width. The doors that you have to +use to open seem like an unnecessary impediment, and the one near the bombsite will probably be very problematic for the CTs, because the Ts will just close it, and when they hear it open, they have a free kill on a CT stuck in a very tight hallway with no cover. The stuck-open bedroom door seems like just something to get stuck on. The small space between the bed and the bombsite-side wall makes the left side of the balcony more difficult to use for cover. The kitchen right now is mostly a useless dead end, and just an extra place for a T to hide to kill a CT trying to get out the door, although if the hallway here led more directly back to CT spawn it might not be useless. The light props on the walls are a problem because you can get stuck on them; I don't remember offhand if the way to make them passable by the player is to change to a different entity, or set a flag to disable collisions. The light from these might be improved by using more linear attenuation than quadratic. The light in the cellar is much too dim. It's hard to say how good/bad this area looks because it's so dark. It seems like it would be easy to get stuck on the wooden columns, if there were a fight here, and especially if you get blinded. Clip brushes could be used to block off the gaps between these columns, and the amount that the wood sticks out from the wall probably does not need to be much (maybe 8, or even less?). If you jump while running, you hit the beams, stop and drop straight down. Overall, this is a very long tunnel; any way it can be shortened from end to end would be good. The ceilings over stairs can probably be improved some by having the ceiling run level/flat over the top few steps, and having the floor level after the bottom steps where the ceiling finishes coming down to the correct height. You lose some height in the stairway by having the stairs and ceiling just form a straight parallelogram. Two quick improvements to the stairs throughout the map would be (1) make all the stairways that are similar have a consistent height and depth for its steps, (2) put a slanted clip brush over all the stairs so they run smooth. It seems like bombsite B will be very difficult to defend, because it has 4 entrances for the Ts (mid by top of stairs, bridge, around the corner by mid, from underground), which is probably too many since B also has 2 entrances. Moving the bridge almost to where the far right side (Ts' right) is, so that crossing the bridge puts you slightly behind the corner and not able to see all the way back to the round staircase would probably help balance a lot, and the route around the far side of the bridge could probably be removed entirely. Even with 4 routes if the far side around bridge is removed (lower A, mid, bridge, underground), the map may still be very difficult to defend, because the Ts can go under the bridge and use the stairs as a fifth route without being seen by CTs watching A. The CTs might be helped a lot if they could push out a bit on short A into a spot where they could defend themselves from mid and have a good chance to kill Ts going from mid to B (or coming up from the stairs to go to B). Right now it's just a Z room, which the CTs will have to hold from the back corner, where they can't see the stairs at all. Moving/rotating/rearranging this connector so the CTs hold it from closer to lower A (where they can overlook the stairs and bridge) might be good. Moving where the stairs come up might make that easier, or just getting rid of the lower level of mid on the A side (so anyone jumping off the bridge has to go back to the T side of bridge). The stairs leading up to a porch and rooftops from T spawn seems like an extra advantage the Ts don't need that will make the map more chaotic. If an AWP stands in the doorway here watching the bedroom, that will make the bedroom basically unusable for the CTs, and will also get at least one shot at any CT running along the fenced columns. If someone is on the lower level below mid towards the A side, the distance they have to run to get back to a stairway seems too long. Maybe the stairway leading up from the underpass to B should also go back down the other side, or there should be stairs or boxes to climb out of the corner by A. The height difference between different areas seems like it could be reduced almost everywhere. Most places where a run of stairs is about 64 high could be reduced to 48. Edited April 12, 2015 by pjw0 Quote
snorix Posted April 12, 2015 Author Report Posted April 12, 2015 Thanks mate, this was the type of comment i was needing an opinion, i've had some time and i did some changes and just updated the workshop now, i still havent worked on the bridge part, nor the T balcony, and i wont be removing it untill i have the bridge part modified. Quote
Muffin Posted April 12, 2015 Report Posted April 12, 2015 Well you've obviously mapped before (?) cause your brushwork looks experienced. One thing I would suggest it too stop detailing for now so that you can recieve feedback from fellow mapcorians, without struggling to make changes. Try to schedule a playtest here : Well i won't have much time for, maybe the next week and a half or 2 weeks so i won't be able to schedule a playtest... you don't have to be at the playtest, just compile the bsp and link it to google drive and get the playtest ready. They host it there Quote
louie Posted April 28, 2015 Report Posted April 28, 2015 I think you might have made the mistake of over detailing your map without really testing the layout, there's a lot of great idea's in this map, but you really should avoid detailing as much as you've done here, you have all sort of fancy things on an almost unplayable layout, this is why you see a lot of maps being made with dev textures and minimal prop usage, because that way you can really focus on the lay out to begin with, and you simply will have and easier time changing things around without having to delete a ton of your hard work. And when I say unplayable layout, most of my concerns are what pjw0 mentioned and you should really focus on ironing out those sorts of kinks before starting to add all the nice little details. Quote
snorix Posted April 29, 2015 Author Report Posted April 29, 2015 So some days have passed, and i got some ideas on how to change the map and i done it already, hopefully it's better now: Quote
snorix Posted April 29, 2015 Author Report Posted April 29, 2015 (edited) For the ones that already tried and seen the map, i think you will notice the difference. There is still main things to do, one of them is this: The passage to A has no cover at all still as pjw0 mentioned before, and i dont really know what i'm gonna do on it, if i put a box or something, but there's another thing the bombsite is completely empty at the moment, although i have an idea of making a plaza with like a fountain or so, but i don't really know so tell me what you think pl0x. Edited April 29, 2015 by snorix Quote
snorix Posted May 1, 2015 Author Report Posted May 1, 2015 guys i have a problem... i had an error with func_details that made me delete some of the brushes i had and remake them and now when i try to run the map on cs 2 things happen: - If i use the map command on console, when i try to pick a team it simply reloads the map - If i go into a map and then do changelevel i can join a team but i dont have crosshair... Does any1 knows what caused it and how to solve it? Quote
snorix Posted May 3, 2015 Author Report Posted May 3, 2015 Never mind, i worked it out already, apparently had some entities confliting... By the way i added a fountain and some boxes on A Quote
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