Jump to content

Recommended Posts

Posted (edited)

Markt

Current Version : Beta. Layout subject to change based on playtesting. Basic detail pass done, but much is left to do.

Description: Markt is a classic bomb defuse map taking place on the streets of Germany. A local nationalist group wants to scare out immigrant-owned businesses via bombing them. The sleepy evening after a busy day at the world market, as well as rainfall, give them their opportunity.

The GSG-9, who have been watching over the market all day, must stop them.

---

Hello Mapcore forums. I used to map for TF2 a few years ago, but I decided to de-rust by making a CS:GO map! Markt is the first CS:GO map I've made, but I have decent familiarity with Hammer.

Markt mixes a few open, medium-long range zones with small, CQC zones, and providing many avenues to move between them. I have not done vigorous playtesting on it yet, but I hope to do so soon.

I love feedback and critique, no matter how terse or thorough! Every little bit helps make Markt a better map. Thank you for taking a look!

---

Screenshots:

Overview

8Z4tBqQ.jpg

 

CT side of mid

0AhGXKz.jpg

 

T side of mid

04yXu1f.jpg

 

Bombsite A

CUpxssZ.jpg

Af4xVRA.jpg

Bombsite B

7G6em3z.jpg

ajwlhuj.jpg

Interior of Bombsite B

YfnXk1I.jpg

Back pathway to get to B ("renovated building")

XhDHFJu.jpg

Ko3xqRz.jpg

Other

rJn3vYI.jpg

 

Edited by strangemodule
Updated my map
Posted

I decided to de-rust

1v1 me rust m8, ill bloody rek u, cheeky skrub lord, i swer on me mum thet ill bloody 420 no scope u across the map, mountain dew dorritos style.

But in all seriousness, what's up with the lighting? Those yellow blobs are a little... broken?

The layout seems OK from what I can make out, but it's far too dark in the overview to really be certain. That long staggered route coming down from T spawn looks little too long if I'm honest, and CT's will be able to get further along it than T's will, trapping them.

When you next compile, run "bot_show_battlefront 1" and it will show you on the navmesh where the "chokepoints" are. In reality they probably won't be in suitable chokepoints, but it's a method to help you work the orange areas you will see into a chokepoint, by changing the brushwork and/or moving the spawns.

I get that you want to set the event in the evening, but I'd look at maybe more dusk and lighten up the sun_environment, or make some seriously good lighting, because right now it looks too dark, and people are going to be lurking in the shadows which isn't very fun.

You should post this up on the workshop so people can run around it at least as you haven't really provided sufficient screenshots.

Posted

I would suggest decompiling a night map - cs_backalley or dust 2 night (whatever it's called) to review how they handle lighting (both light_environment and spot lighting) as yours looks quite inconsistent and offpoint. Areas look gloomy and none of the lighting seems to be affecting anything more than 2 foot away from the source.

I think you should either focus on the lighting for now or retexture the map with dev_reflective walls  for now because you need to have clear visibility before reviewing a layout. I think you've skipped past the important graybox stage so you're going to run into a lot of problems if you don't take it back to basics.

Think of a better name too- The name means nothing to the theme.

 

 

Posted

1v1 me rust m8, ill bloody rek u, cheeky skrub lord, i swer on me mum thet ill bloody 420 no scope u across the map, mountain dew dorritos style.

But in all seriousness, what's up with the lighting? Those yellow blobs are a little... broken?

The layout seems OK from what I can make out, but it's far too dark in the overview to really be certain. That long staggered route coming down from T spawn looks little too long if I'm honest, and CT's will be able to get further along it than T's will, trapping them.

When you next compile, run "bot_show_battlefront 1" and it will show you on the navmesh where the "chokepoints" are. In reality they probably won't be in suitable chokepoints, but it's a method to help you work the orange areas you will see into a chokepoint, by changing the brushwork and/or moving the spawns.

I get that you want to set the event in the evening, but I'd look at maybe more dusk and lighten up the sun_environment, or make some seriously good lighting, because right now it looks too dark, and people are going to be lurking in the shadows which isn't very fun.

You should post this up on the workshop so people can run around it at least as you haven't really provided sufficient screenshots.

What the heck, I thought that I linked it in the title. Woops, It's here. I'll update the OP too.

I do need to really get my lighting down, I agree. I'll take Vaya's suggestions too to improve on that.

I've actually done a few tests already regarding where players will meet up assuming they rush to those locations. Still, I'll try out that command and see if I run into any problems; the layout has changed a few times when I tested it with my friends.

  • 2 weeks later...
Posted

Hello again Mapcore forums! I gave my map a nice bit of polish in this new update, as well as rebranded the name to "Markt" (meaning "Market" in German).

I've playtested it with a few friends who seem to like it, but I hope I can share it with more people and thus get more feedback on how to make my map better.

Here's the link to the Workshop page in case the OP failed to embed my link for some reason again.

 

  • 1 month later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...