therealm1st Posted June 7, 2015 Report Share Posted June 7, 2015 (edited) Tempo, my first competitive map for CS:GO.Hi, I am submitting my map de_tempo. It's currently in Alpha stage. I feel like I have done what I could and hope to improve with future maps of mine. However, progress on this map will continue and I will end it only when I feel like the map is ready for a full release.Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=473904917Screenshots and an overview:http://imgur.com/a/yWGyt Edited September 1, 2015 by therealm1st post-contest edit with a link to new screenshots and a rant Quote Link to comment Share on other sites More sharing options...
jackophant Posted July 6, 2015 Report Share Posted July 6, 2015 FYI, you don't really need to reserve posts here, you can fill your OP with so much it's irrelevant.The scale of the map looks OK, if not a bit simplistic. Bombsite A looks to have too many entrances, and mid seems to exposed on both sides. I can't quite tell which way the stairs go on the T side of mid, but if they lead up into mid, then Ts can use an unfair headshot angle against the CTs.Please provide screenshots, an overlay is not enough. therealm1st 1 Quote Link to comment Share on other sites More sharing options...
therealm1st Posted July 7, 2015 Author Report Share Posted July 7, 2015 (edited) FYI, you don't really need to reserve posts here, you can fill your OP with so much it's irrelevant.If I knew how to delete it, I would sure do so. Found it, hidden!The scale of the map looks OK, if not a bit simplistic. Bombsite A looks to have too many entrances, and mid seems to exposed on both sides. I can't quite tell which way the stairs go on the T side of mid, but if they lead up into mid, then Ts can use an unfair headshot angle against the CTs.Bombsite A does indeed have a lot of entrances and having realized that, I am reworking it at the moment. The stairs do lead up into mid, however, in my opinion that isn't as big of a problem because the CTs have about 3-4 seconds extra on middle and therefore are able to see players coming either from above the wall, or from behind the wall.Please provide screenshots, an overlay is not enough.Added 9 of them and there will be more later!Thanks for the feedback! Edited August 11, 2015 by therealm1st Quote Link to comment Share on other sites More sharing options...
jackophant Posted July 7, 2015 Report Share Posted July 7, 2015 @therealm1st CTs having extra time is irrelevant. This is what I would call 1 way cover.You can see from this expertly detailed diagram how the advantage favours those down the ramp:T's have significantly more cover, and unless CTs are on top of them they have a great advantage. The further back CT are the stronger it is. You could counteract this by making the whole length of mid a gentle slope, but that doesnt always fit in to the map. therealm1st, Pampers and Logic 3 Quote Link to comment Share on other sites More sharing options...
Pampers Posted July 7, 2015 Report Share Posted July 7, 2015 Love that you took the time to watermark that beautiful piece of art. leplubodeslapin, Fnugz, therealm1st and 11 others 14 Quote Link to comment Share on other sites More sharing options...
jackophant Posted July 7, 2015 Report Share Posted July 7, 2015 hahaa, it's my screenshot tool, ShareX. from taking the screenshot it has a whole list of events that happen including uploading it to imgur and shortening the URL, copying it to my clipbaord and ofc watermark it... I keep meaning to remove it Quote Link to comment Share on other sites More sharing options...
Guni Posted July 7, 2015 Report Share Posted July 7, 2015 Art Work like that needs a watermark, I've seen that posted on deviantArt at least 5 times within the hour.On topic: As Jack said, you really want to only give certain height advantages where it generally is a choke point or a must. Think about trying to make the inclines more gradual, that way you still leave some height difference in the map, but you don't make it too strong. Think of Mirage's A Ramp entry from T, as a good example. Entry into the site isnt at head height, by the time they've reached the top of the stairs/ramp, they are full body if not 3/4's.Basically "Less is more" jackophant, Lizard and DooM 3 Quote Link to comment Share on other sites More sharing options...
therealm1st Posted August 7, 2015 Author Report Share Posted August 7, 2015 (edited) @Guni, @jackophant The whole middle is a gentle slope (and the underpass has been made redundant and therefore removed) as of this version. Feel free to leave any feedback on how I should change the layout by playing the map or checking out the screenshots / overlay in the OP. Thanks! Edited August 10, 2015 by therealm1st Quote Link to comment Share on other sites More sharing options...
DeWil Posted August 10, 2015 Report Share Posted August 10, 2015 Maybe a pic of the layout? Quote Link to comment Share on other sites More sharing options...
therealm1st Posted August 11, 2015 Author Report Share Posted August 11, 2015 (edited) Maybe a pic of the layout? @DeWil, well, it's in the first post and I can see it (if you mean the radar image), if you can't see it, it's here: http://i.imgur.com/pDbntSC.png.If you mean in-game screenshots, go to the first post and click 'Reveal hidden contents' for the respective area you want to see (or click the imgur link in the post).Cheers! Edited August 18, 2015 by therealm1st Quote Link to comment Share on other sites More sharing options...
therealm1st Posted September 1, 2015 Author Report Share Posted September 1, 2015 Final update! For now, go check workshop, I don't have time to update the OP. Quote Link to comment Share on other sites More sharing options...
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