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[CSGO] WIP Alpha Playtesting (LF Feedback)


Mac

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Okay, so here's some of my feedback. First of all, the map looks great. But you want to make a name for it, as it helps identify your map better (especially when playtesting) and give more attention to it.

 

It seems like T's get a very LONG long angle to bombsite A from which they can move out of the spawn with an AWP and snipe CT's disabling the ability to get on the other end of the bombsite to prepare for T rushes.

In general, the map feels more AWP sided and nearly impractical for different playstyles (rushing, for example).

I've also noticed that the cover on bombsite A is very lackluster (not allowing for cover from bigger angles) while the cover on B is very clustered.

You might want to consider moving crates so that they provide a safe angle from main paths but not overpowered so that they could still get killed.

I see you tried to go for a bit of a different approach, which I understand, but the map feels a bit big.

 

Good luck

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It seems like T's get a very LONG long angle to bombsite A from which they can move out of the spawn with an AWP and snipe CT's disabling the ability to get on the other end of the bombsite to prepare for T rushes.

In general, the map feels more AWP sided and nearly impractical for different playstyles (rushing, for example).

I've also noticed that the cover on bombsite A is very lackluster (not allowing for cover from bigger angles) while the cover on B is very clustered.

You might want to consider moving crates so that they provide a safe angle from main paths but not overpowered so that they could still get killed.

I see you tried to go for a bit of a different approach, which I understand, but the map feels a bit big.

 

Thanks for the feedback, TheGuma.

I agree with everything that you posted and I did contemplate moving Bombsite A as you can see in one of the photos on my workshop page. I suppose I was worried about cluttering and at the same time wanted to promote the use of smokes/flashes as means of entry outside of mid. With Bombsite B I felt Ts have an advantage for entry (height) so I wanted to balance that with some cover for CTs to get into position.

As far as the size of the map, as long as you arent going back into T spawn, no reason to unless you are trying not to be found, rotation times have not been a problem. I did indeed try something different where you have two main paths (A and B) that branch into a middle path with connectors instead of a basic 3 lane.

I was hoping this would make for exciting rotations and strategy and allow CTs to have control over bombsite locations without being too spread out, but it may backfire.

 

Edit: I do have a name in mind but the theme may change as the layout does so I didnt want to label it, but my next play test will have the theme and name with it.

Edited by Mac
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Hey first time posting here now aswell, I just appreciated the effort you made thus far, looks really solid for an first version. The rest is just my honest opinion.

 

The middle is great, don't change the idea of that too much.

 

There is alot of visual clutter even in this early state, both on the way to A aswell as B.

 

The room connecting middle to A, has an small path right above the entry to mid, which you can't enter,then why have it there?

 

The area between B-site and middle has tons of stairs, doors, that don't lead anywhere, and as an first impression, you really think they do. They look good however, so maybe you should use them for real somewhere else, like instead of the slope from tspawn to A.

 

The whole B area is really messy. and having the bombsite in the corner doesn't provide as much strategic options compared to if it were in the center, around where the small pillars are. that way the terrorist would have alot more ways of defending it, and more ways to attack it.

 

A- really far too open, it just looks plain boring and has very little to create some stragetic depth. I think you should create an much smaller entry from T, (still big, just not enormous) and add an smaller entry to the far right of the A room. And something else for the actual bombsite.

 

T-spawn has some silo's and an door behind them, seeing this on the minimap, with the very close middle just above it, you naturally think that the door connects them, and it doesnt,

just confusing.

 

Mainly, make the rooms connecting the middle to both the bombsites less confusing and smaller in size and more about leading the player straight towards the bombsite. There should be nothing happening here, just crystal clear that what's important is ahead, not here. 

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Hey first time posting here now aswell, I just appreciated the effort you made thus far, looks really solid for an first version. The rest is just my honest opinion.

 

The middle is great, don't change the idea of that too much.

 

There is alot of visual clutter even in this early state, both on the way to A aswell as B.

 

The room connecting middle to A, has an small path right above the entry to mid, which you can't enter,then why have it there?

 

The area between B-site and middle has tons of stairs, doors, that don't lead anywhere, and as an first impression, you really think they do. They look good however, so maybe you should use them for real somewhere else, like instead of the slope from tspawn to A.

 

The whole B area is really messy. and having the bombsite in the corner doesn't provide as much strategic options compared to if it were in the center, around where the small pillars are. that way the terrorist would have alot more ways of defending it, and more ways to attack it.

 

A- really far too open, it just looks plain boring and has very little to create some stragetic depth. I think you should create an much smaller entry from T, (still big, just not enormous) and add an smaller entry to the far right of the A room. And something else for the actual bombsite.

 

T-spawn has some silo's and an door behind them, seeing this on the minimap, with the very close middle just above it, you naturally think that the door connects them, and it doesnt,

just confusing.

 

Mainly, make the rooms connecting the middle to both the bombsites less confusing and smaller in size and more about leading the player straight towards the bombsite. There should be nothing happening here, just crystal clear that what's important is ahead, not here. 

 

Thanks for the feedback! This is why i posted this project in early development, sometimes when you stare at the same thing too long you just need fresh input. Everything you said has been taken into consideration and I agree with most of your criticism, while i think other things would be more clear (such as confusing areas) if the map were to be textured/polished up a bit. I think when the whole map is orange, grey and illuminated its easy to confuse closed off/cosmetic areas with actual routes/doorways.

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Well I didn't mean to say that it is confusing because of lack of detail, rather, you have certain aspects of detail where most people would assume they represent something and they don't.

At the door connecting Mid to B, on the left, there are these stairs, you can't go up on, but they very much look as if you can, there is something similar going on from the Ts path to B, just a short cut, where you think you should be able to walk on, but can't.

 

The player should never have to be confused about what's what. And about the confusing area, if you place each prop, with an specific reasoning (this goes here to defend against people taking this path, but is weak if they go this way) I don't think you can make it messy, unless you just put too much of it.

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