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[CS:GO] - Bedtime - competitive defusal map


crowbAr

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Hi,

 

I'm new to these forums, but I knew it for a long time. I finished a map I was working on so I thought now is the perfect time to create an account and also release it here. Should I post screenshots here, or is it ok if they are just on the workshop page?

 

 

 

Steam Workshop link:

http://steamcommunity.com/sharedfiles/filedetails/?id=442514678

 

Description:

 

It's bedtime kids, time to go home. You dont want to be on the playground at night. 

"Bedtime" is a defusal map designed for competitive play (matchmaking level). 

The map is set at night, but visibility was my highest priority so there are a ridiculous amount of lights on this map. 

The Skybox is open allowing for all kinds of nade throws. 

Different surfaces used for the ground allow you to locate enemies easier by sound. 

No fog and no random props in the middle of the map aside from cover. 

Clean textures with good contrast everywhere on the map. 

This is a small map compared to existing ones, so it might feel weird at first but please give it a fair try. I didn't try to make a super competitive map, but one which could be played in matchmaking (which is not the most serious enviroment). 

Please give me feedback, I REALLY appreciate it. 

Terrorist want to plant a bomb at a playground to create a distraction for the police, so their second team can start a heist on a bank. But the Counter-Terrorist group had an undercover agent which gave them intel, so they are prepared for them. The Terrorist commit to the plan anyway. 

Custom Skybox from Gamebana: 

http://css.gamebanana.com/textures/1881

Edited by crowbAr
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thank you for this feedback. I already know about the places you can jump on, many of them are not intended an will be fixed. The thing is I'm not sure if I have the motivation to make big changes, because I don't know if its worth it, will people play it?

 

edit: btw this is based on a real location, just 5 minutes away from our place. I used to play there a lot as a child :)

Edited by crowbAr
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okay :D

I'm already working on an update with some visual improvements. You gave me motivation :)

edit: updated the map. Many bug fixes including boost spots and some visual improvements and a small layout change.

2015-05-22_00002.jpg

2015-05-22_00002.thumb.jpg.130cfd8401044

Edited by crowbAr
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Okay, so here's a few flaws with the aesthetics...

First of all, it's a bit repetitive. It seems like every building in the block is nearly a copy paste of the other. They don't variate.

Maybe add some color changes, different scale / form?

The buildings also seem to be a bit bland... Maybe add some depth to them, trims.

It seems like the wall is completely flat. Adding some shape to it might help. Add pipes, try to have colors more uniform on the buildings.

The buildings also lack lamps and objects around them such as garden tools ETC.

I also suggest changing the crates. The metal construction bag props don't seem to fit in an area that has no visual clues that an construction is going on.

The wooden white/brown boxes are also a bit ugly. My suggestion is that you would pick one type of wooden crates and use it throughout the map.

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First of all, it's a bit repetitive. It seems like every building in the block is nearly a copy paste of the other. They don't variate.

Yeah you are right most buildings are just copy&paste xD. I'm already working on some new buildings though. Performance optimization is my current priority though.

Maybe add some color changes, different scale / form?

​I have many different colors :(

The buildings also seem to be a bit bland... Maybe add some depth to them, trims.

​Buildings are based on real houses right next to our home (the whole map is) and they looks almost identical. But I understand why you might not like it, Ill think about something.

It seems like the wall is completely flat. Adding some shape to it might help. Add pipes, try to have colors more uniform on the buildings.

​which wall? You mean the walls of every building? I want to keep the colors this way, because this is based on a real location and I like the theme. I think maybe because every house outside the map has the same color it looks weird, I will think about it.

The buildings also lack lamps and objects around them such as garden tools ETC.

​I dont understand what you mean by this. The buildings have lamps, but I cant think of anything else you could put there. (I also have bushes and stuff of course)

I also suggest changing the crates. The metal construction bag props don't seem to fit in an area that has no visual clues that an construction is going on.

The wooden white/brown boxes are also a bit ugly. My suggestion is that you would pick one type of wooden crates and use it throughout the map.

​The crates on the bomb spots are explosives, not construction bag props, also used in de_inferno as you probably know. I will think about changing the other crates or replace them with something else.

 

Thanks for the detailed feedback!

Edited by crowbAr
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updated the map. Text gets black when copy pasting for some reason oO

- fixed performance
- replaced fences between houses on A
- replaced houses on long
- replaced some house textures
- improved streets visual quality

- replaced walls on B with much higher quality walls
- replaced some textures all around the map
- fixed some unintended boost spots all around the map

- replaced the wooden fence from A to Mid with a high stone wall

Edited by crowbAr
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Maybe add some color changes, different scale / form?

The buildings also seem to be a bit bland... Maybe add some depth to them, trims.

It seems like the wall is completely flat. Adding some shape to it might help. Add pipes, try to have colors more uniform on the buildings.

 

​I had a quick play on this just now :).

Guma has a good set of points. I think you do have a good range of colours,  just right now they are quite flat due to the noise on the surface of the textures themselves being quite plain.

In-game they're a bit better but that's because you can see some dirt/cracks on the surface of the walls. Perhaps if you raised the contrast of the noise on the cracks/dirt the textures might feel more real and less model village. You will find also that any lighting you put in will seemingly make this look worse until you bring up the quality/resolution of your house textures.

As a quick thing to implement I would suggest using env_sprites to create glows on the small lantern lights that you have midway up each of the houses faces. This will draw the players attention to the lights in a better way depth wise and not so much to the plain/clean looking houses.

Edited by AkatsukiUK
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