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de_stacks Playtest Thread


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You should include a (fully annotated) overview and some images in the feedback thread itself. It would also be valuable for you to explain some of your design decisions, so that people can feedback whether they think you're achieving what you set out to do.

The easier you make it for people here to give you good quality feedback, the more likely you are to receive it.

(This is a trifling matter because I'm sure an admin will fix it, but you've also posted this in the wrong section of the forum. So if it suddenly disappears, you should look in the 3D sub-forum.)

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I've played it for a while.
1. No offence but I think you should finish the geometry of the map, because it's now somekind bland, and then post it to public playtest, but that's only my opinion.
2. On workshop you've been suggested to make it a Dockyard and I think it would be good., your map fits the setting of a dockyard or somekind of a warehouse
3. There are many unnecessary areas (at least for now) that are a little heaven for campers (for example, the dark, empty area on bombsite B) and which are just unneeded ( Window above Bombsite A, the one facing the vents ). Also the vents connect the corridors in a way that a normal room would and the vent outside A can easily be spammed and shot through. Remove the doors, they slow down the play in an awful way (especially the ones on B). A big problem is with the timing of Terrorist going to bombsite A, (At bs. B it's good for me) because CT and T arrive on A in about the same time (+ - 1 second of difference), that doesn't give enough time for CT to prepare for an attack. As of the aesthetics - the lighting is bad, it should contrast in some way with the enviroment or just shouldn't be "just white" or "just orange", experiment with it. Also the office should be imho improved.

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