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[CS:GO] Chernobyl Arena (WIP)


Psyrius
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I'm sorry for the less creative name, but it's mostly a working name ;)

In the future I might make something for competitive, but as some of you may know, this is my first map. So I'm still learning alot :)

I'm still in the detailing process and I have some more thoughts about changing some of the layout - like broadening up the sewers to make it abit more interesting down there.

I can recommend to play deathmatch on this map :) Any feedback is welcome.

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Z4LxFUI.jpg

 

Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=493521285

 

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You're giving out very little information on this, is it a defusal map or something else?

Some screenshots on the workshop page would also be nice, I have a feeling most people wont try it out simply because of the lack of screens. Couple that with a more detailed description and an overview and you'll see more downloads coming in.

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I'm sorry. It's mostly an aim map. But it works really well as a deathmatch map as well. And for the hell of it, I'm gonna add bomb sites if people wanna play an unbalanced map for that ;) I didn't add any screenshots or any description to the workshop page since I don't care about downloads at the moment. I just want some feedback from you guys at Mapcore :)

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Show us what you're doing in detail and you are more likely to get feedback which is a problem across a lot of other threads. If you're already detailing a map we can give feedback based on just what it looks like. Similarly, if we can see an overlay most of us know enough about counterstrike to see if it will work.

Quite honestly I don't know what feedback you want? You've made an aim map, which apparently works well as a deathmatch map and you've just thrown bombsites in? Just make it one please. Balancing for a defuse scenario would net you the greatest number of skills by the time you finish, or just play around with an aim map to brush up on your hammer skills (pun semi-intended).

You can also put more than 1 image in a spoiler.

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I was hoping to get some feedback about the layout. And if someone has new ideas - they're more than welcome. Or if someone think something should be added/removed.

And maybe I was hoping to hear if it looks decent for being my first map. A little pat on the shoulder? lol, I don't know.

I know you can have more than 1 image in a spoiler. Sorry for making you click alot ;)

 

My next few steps for the map will be:

  • Broadening up the sewer area and try to make it look even better.
  • Adding a door of each backroom behind each spawn on the upper level which leads out to a little walkway/balcony beside the vent which will allow you to jump onto the long vent that goes in the middle of the main room.
  • "Destroying" tiles and bricks, add dirt, grass and more nature into the scene to make it look more abandoned.
Edited by Psyrius
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  1. I was hoping to get some feedback about the layout. And if someone has new ideas - they're more than welcome. Or if someone think something should be added/removed.
  2. And maybe I was hoping to hear if it looks decent for being my first map. A little pat on the shoulder? lol, I don't know.
  3. I know you can have more than 1 image in a spoiler. Sorry for making you click alot ;)
  1. There isn't really any layout to discuss for an aim map, which is why you need to settle on what you're doing.
  2. "Decent for being my first map" is very generic. You may be a seasoned expert with the UDK and are just making a switch compared to a novice who has never touched a mapping tool in their life. It's not realy possible to tell how well you've done on the screenshots you've provided, but the building does look fairly believable which is a good start :)
  3. I humbly accept your apology :P
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  1. There isn't really any layout to discuss for an aim map, which is why you need to settle on what you're doing.
  2. "Decent for being my first map" is very generic. You may be a seasoned expert with the UDK and are just making a switch compared to a novice who has never touched a mapping tool in their life. It's not realy possible to tell how well you've done on the screenshots you've provided, but the building does look fairly believable which is a good start :)
  3. I humbly accept your apology :P

I believe there's room for discussion about the layout - even if it is "only" an aim map. Some people might think an aim map is too big/small. It may have unneccesary paths/rooms. It may favour a single type of weapon like shotguns or snipers too much. There might be stupid camping spots. But I'm not gonna force you to discuss the layout with me. But I'm hoping someone will ;)

I'm not an expert in any sort of map making. I was messing around with UDK for a few months like 12 years ago and made some really ugly maps for a game called Tactical Ops. Square rooms and boxes everywhere. Really advanced stuff ;)

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@Psyrius aim maps are generally just a way of people shooting at each other across a dangerous "no man's land". Most of the time it is specifically for rifles, occasionally allowing awps and pistols, but usually on their own for balance sake.

There isn't any "meta" to consider, it's a way to warmup. If you want to sit and camp on an aim map, fine, but that's like watching TV with your back turned to it. All the official DM maps are just reused defuse maps, unlike a game like HL2DM, but then that just reuses chunks of HL2 as the map without any real thought into gameplay or flow (afaik).

If you want to take the map seriously as a defuse map, there are a lot more people willing to talk about it and you'll stand to learn a lot more conceptually than just practically for making the map with the tools.

Good luck.

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The map Baggage isn't a defuse map afaik. And as I've said before, I don't want to restrict by saying this map is only an "aim map". I think it can be used for both Aim, DM, AR and I'm thinking about including a bombspot in the middle, on top of the bridge.

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