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Posted (edited)

Hello Mapcore community!
I would like to show you guys the new project i am working on which (for now) is called de_gallery.
Its a defuse map and the theme is a modern art-gallery.
I think at this stage it would be ready for playtesting so that will happen soon if you want to play on it.

I REALLY appreciate ALL of the feedback i get so go ham on your keyboards and tell me what you think!
Thanks guys! now for some screenshots:

Overview:

radar_png.thumb.png.55f449dc5a5e6a10a369

Middle:

csgo_2015-07-14_15-51-56-97.thumb.jpg.30csgo_2015-07-14_15-52-01-47.thumb.jpg.efcsgo_2015-07-14_15-52-06-63.thumb.jpg.d7csgo_2015-07-14_15-53-42-80.thumb.jpg.96

A-Site:

csgo_2015-07-14_15-51-14-18.thumb.jpg.b5

csgo_2015-07-14_15-51-22-49.thumb.jpg.4acsgo_2015-07-14_15-51-43-73.thumb.jpg.4ccsgo_2015-07-14_15-53-19-73.thumb.jpg.59

 

B-Site:

csgo_2015-07-14_15-54-09-68.thumb.jpg.f3

csgo_2015-07-14_15-54-16-54.thumb.jpg.29

Entrance to B-Site:

csgo_2015-07-14_15-54-26-95.thumb.jpg.fa

Entrance to A-Site and one of the entrances to mid:

csgo_2015-07-14_15-53-07-23.thumb.jpg.7d

Edited by Laysteel
Posted (edited)

Woah, I can definitely see some inspiration from Agency (for the theme, and I think it looks good already tbh)

I can see you have some entrances from T spawn to bombsites, however, in middle you only have two. This is normal and mostly recommended, however pretty "old", or to put it simply, boring. I suggest you add some interesting plays from middle itself, such as having door from middle to bombsite instead of another entrance from T spawn. This would make middle play more aggressive and interesting. You can also try having some vertical play, such as having the entrances from middle have a certain amount of depth (maybe even ladders?).

The current state that I am seeing is that AWP or Autosniper plays are going to be dominant. You might want  to have more stashes/crates (shipping new paintings?) and such to have some variety in play styles, as well as promote careful plays for non-awp players.

Indentations in walls that you cannot get full body cover is a no-go. At least on head level height, or play-ability height. The indentations can cause some trouble nading. 

 

Lastly, most of the gameplay should never be focused close or around spawns. Those are areas you generally want to leave and not enter back unless you want to purchase/save (or you are a dummy camping spawn). You want to promote most of areas and rotations around middle area, and not just two entrances which can be very easily blocked out.

Anyways, I might be wrong for the most part but that's just my opinion. Very best luck with your map! Just gave some of my first thoughts.

Edited by TheGuma
some grammar fixes
Posted

Hi :)
I like your concept, the layout and your work looks clean!
As it is a modern art gallery, I would suggest you to use more organic cuvres, diagonals and weird structures.

Take Guggenheim in New york for its organic "shell-like" interior:
amazing-guggenheim-museum-interior-desig

Centre Pompidou in Paris (the skeleton engulfs the building from its exterior)
entree.jpg

Diagonal lines spice up the gameplay (Overpass :p)

Good luck !

 

Posted (edited)
 

Thanks so much for taking your time to write all this :). I agree with most of what you say. I'll try to make the Layout more unique and interesting for the players. I also added some cleaner cover for the Riflers so the ct-AWP isnt too overpowered. Also i am working hard on making the "Spawn" areas better so its a good experience for the players (you'll see what i mean in the next update).
Thanks again for your kind comment! if you have any suggestions in terms of layout i am more than excited to hear them :).

Edited by Laysteel
Posted

Hey if you want some info about organic architecture just ask, I have the autobiography from Frank Lloyd Wright, where he explained the philosophy behind it. ( it is the architect who built the Solomon Guggenheim museum in New York (reference below))

Also make sure to use verticality in the scenery. Modern museums are using all techniques available to make something very high and such:

My reference would be the Kumu in Talinn:

2764_l.jpg

7C_-_KUMU_Art_Museum_-_Estonia_-_Tallin_

there is a virtual tour if you want

Posted

you should run a little contest for people to create a painting for the map and then you could pick a few you like and give them a mention in the description or whatever :)

Thats a very good idea! I wonder if people would be down to do this... We'll see when i progress a little further in the map since i dont want people to make pictures that in the end wont fit the theme or cant be used in other ways since the map itself changes alot in its current state :) but then again your idea is awesome! I just need ti know if the people would actually be interested in something like that.

Posted

Hey if you want some info about organic architecture just ask, I have the autobiography from Frank Lloyd Wright, where he explained the philosophy behind it. ( it is the architect who built the Solomon Guggenheim museum in New York (reference below))

Also make sure to use verticality in the scenery. Modern museums are using all techniques available to make something very high and such:

My reference would be the Kumu in Talinn:

2764_l.jpg

7C_-_KUMU_Art_Museum_-_Estonia_-_Tallin_

there is a virtual tour if you want

i very much agree with the use of verticality and i will try to make some impressive structures that way :) thanks for your reference, the kumu museum looks awesome!

Posted

i very much agree with the use of verticality and i will try to make some impressive structures that way :) thanks for your reference, the kumu museum looks awesome!

it is of the best museums I've visited! And there is a virtual tour which provides the info of how it is in basically all rooms. It lacks color a bit unfortunately..

if we are giving that much references, it is because it is promising and we trust you for something awesome :D

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