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Am_Crossfire and Am_subway (1v1)


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Posted

Am_crossfire Is My first 1v1 map I ever mad, IT has gone through a series of changes. It finally has reached the point that im happy to release it. All Feedback is Welcomed!!!

http://steamcommunity.com/sharedfiles/filedetails/?id=486601925

Am_subway_2 Is my Second 1v1 map that i made. The Inspiration for this map originally came from De_overpass with its moving trains and has moving trains going through them but i found it hard to replicate that with 16 arenas. After A lot of tweaking and re-texturing I finally feel happy to release it to the world! All Feedback is Welcomed.

http://steamcommunity.com/sharedfiles/filedetails/?id=488318563

Posted

Crossfire looks far too simple to be interesting to play in a small arena setting. A variety of generally smaller cover makes better 1v1.

Subway is way too dark and the ceiling is very low. It's use of cover is much better, but the map also looks too big for 1v1.

Please, for the love of god turn off your net_graph, view model, and hud in future screenshots. It looks really lazy and is incredibly easy to change.

Posted (edited)

Sorry about the Screen shots, its lazy i know, most them are taken at late hours and it skips my mind, excuse i know. ill work on that in the future

My original design for crossfire had more cover but i received a lot of feed back saying it felt cluttered so i revised the cover in this version

Subway isnt dark at all actually if you play it, also with that most subways i know arent well lit, But i can look into it. The prop i used as steel beems determined the height of the roof it self, from my experience most subways arent very tall. But i will look into that

 

But i will look into your feedback. Very much appreicated

Edited by zuzs980
Posted

The problem with crossfire is that from spawn, there are a couple of places to run to, to see someone. If someone then runs the other way it's going to be a mission to find them again or just a big game of cat and mouse. With smaller cover, you can duck and dive between it and bait people out which is much more interesting. Your cover may have been cluttered, but there's simplifying it and unifying it into one big concrete block.

Because subways are underground, they have to be well lit. Don't limit your entire map because of a prop. You could use concrete supports for the frame to stick out of, or use brush based beams. That doesn't look like you can make a full jump. Connecting tunnels might be tight, but platforms are relatively spacious, if for no other reason than air pressure from the train flying down the tunnel.

For something inspired like the subway map, you should really learn to work from references rather than your own mental picture of what a subway station looks like. They'll also be different for different regions. London Underground looks very different to the New York Subway for instance.

Posted (edited)

With Crossfire before, it was more limited than it is now, But you can now get on top of everything to prevent that cat and mouse effect. also there are slots in each structure that you can see through to spot where the player is going, Again i will look into re visiting the cover for the map.

 

Subway is well lit, there are no darks sports in the map, i dont want it saturated with light, it used to be 10x darker than it is now, but i can mess with the brightness some more to see how it turns out. From the few subways ive been in ive Always gotten the gloomy light feel not very bright but lit enough you can see everything. IF you are to jump up and down you would not hit the roof any where in the map besides 2 locations the back stairs and the Counter like surface on each side, But i do like the idea of maybe raising it, youre the first person to bring up height so it caught me a little off guard. I used about 7 pictures for the design of my Subway map, since im from colorado i dont really have subways here only  the one in the airport here so i had to get some inspiration else where.

Edited by zuzs980

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