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Posted (edited)

Well hi there, This is my first time making a map for CS:GO - I've been working on this map solo for about 103 hours and still going,im very nervous on posting it on mapcore cause im new but ill give it a shot. I would say that the map is 30% done i still need to balance change some area's to the make/layout but for right now at this moment the layout that i have right now seems pretty fit.Still need to fix the minimap detailing and a quite alot of playtesting.

 

Note: this map is still work in progress anything can change at anytime at this state. 

 

This is a very early version of my competitive defusal map, De_Envy. I don't really feel as if my map is far enough in development to even be considered it a alpha based off the days worked on it, yet. I am currently looking for people to test it alot with me 5v5 god helps me, and give feedback on timings, pathways and all that cool stuff.

if you feel like you wanna help me out and check it out hit my workshop!

http://steamcommunity.com/sharedfiles/filedetails/?id=481111455

have fun! looking for alot of feedback 

 

Edited by PK
Posted (edited)

Hi, I know this map is in early WIP so don't be too discouraged by all the improvements that i'm suggesting.

  • You have got lots of paths that are just there for the sake of being there like the second path that Ts can take into A. I would just remove all paths like that throughout the whole map.
  • The foilage in B site is not needed as it just blocks the view of the Ts and makes it very hard to take the site. CTs could just hide in the plants!
  • Too much clutter in A site, it just creates more areas to check when taking the site. The whole are is way too open and should angles should be broken up.
  • The timings are off as it takes Ts too long to reach a site, which is just 1 compulsory path they must follow. It will get fairly boring because they will only get into action after 12 secs of walking.
  • Mid gives no advantage to Ts if they take it. Make it so that there are to paths coming off of the CT end of mid. 1 will lead to A site and the other to B site, the paths should lead them almost directlly onto site.
  • I can tell that you have copied palace from mirage in your map. Use something that is different.
  • The radar is completely off the actual paths in the map.
Edited by Panda
Posted

Hi, I know this map is in early WIP so don't be too discouraged by all the improvements that i'm suggesting.

  • You have got lots of paths that are just there for the sake of being there like the second path that Ts can take into A. I would just remove all paths like that throughout the whole map.
  • The foilage in B site is not needed as it just blocks the view of the Ts and makes it very hard to take the site. CTs could just hide in the plants!
  • Too much clutter in A site, it just creates more areas to check when taking the site. The whole are is way too open and should angles should be broken up.
  • The timings are off as it takes Ts too long to reach a site, which is just 1 compulsory path they must follow. It will get fairly boring because they will only get into action after 12 secs of walking.
  • Mid gives no advantage to Ts if they take it. Make it so that there are to paths coming off of the CT end of mid. 1 will lead to A site and the other to B site, the paths should lead them almost directlly onto site.
  • I can tell that you have copied palace from mirage in your map. Use something that is different.
  • The radar is completely off the actual paths in the map.

hey panda thank you for for giving your suggestions and feedback to my map! i will go in order of your suggestions and try and talk threw my thought process. 

  • could you put up some screenshots what you think some pathways shouldnt be there,also would help me alot understanding it and to change it
  • B site is still in wip, i just added the plants and the atmosphere to try and get a understanding what i want in b site, on the second hand with some playtesting i agree with you it makes the ct's sit into them but sometimes funny when t's walk right past you and you ninja defuse.
  •  with a im actually thinking of kinda redoing that area again well kinda, and making it so its in doors so there will be a angle fix.
  • the timings are atm 9 secs ct/t 10 to mid 936 ct a long /t 10 
    ct a tunnel 11 sec/8 with good spawn/t 10 
    t/ct alt mid t 10 secs ct 12
    ct/t to upper b palace 14 secs t 20secs
    ct/t b streets 1264 t 17secs(need to retime)
    t to a site 17 secs in site
    t to b site 19 secs fastest route
  • mid take as you said i think give t's alot of advantages cause they can go 3 mid 1 a tunnels and a long and execute a pretty well, also i gave t's another route into a which would be the vents.which in testing seems to fit very well till i change a  :).
  • palace from mirage i wont deny that i copied it but in reality its prob one of my favorite spots in the game, also giving t's execute into b more easy.
  • radar im still working on and is really annoying but ill get it down soon enough
Posted (edited)

Ok, keep working on your map and updating your thread so people can see what you have been working on. If you don't mind, could you send me a pic of the radar so I could make suggested changes.

Edited by Panda

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