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Posted (edited)

Good day to all .

I am hoping that i'm close to complete on my CSGO map 3rdstrike. I have reduced to BSP size by reducing the amount of custom textures and swapping HL2 props back to CSGO. I am not really strong in the tech department and have only been able to do what Pakrat would let me. the map file now is 179 meg unzipped down from 258 . Sadly i  think some of the custom textures i swapped out made a difference :(  but the file size was too large. 

I have edited out  a few  boosts that were found but really now want some feedback from people with their fingers on the pulse when it comes to mapping. 

From the B1 version Other changes were done to lighting - a lower connector was closed but can still be used as a peek for CT . Any feedback is good feedback and I would appreciate any support here :D Plez .

 

WORKSHOP 

OVERVIEW

bridge.jpg

bsite.jpg

ct.jpg

de_3rdstrike0002.jpg

digdig.jpg

hottub.jpg

inners.jpg

peek.jpg

rocketman.jpg

Edited by gav
overview
Posted (edited)

This is an incredibly complex map...

The map looks nice, but it's incredibly confusing to navigate and it is far too cluttered to be a competitive CS: GO map. I could see this map being fun to play in like a hide-and-seek gamemode though. If you want the map to be competitive you have to make some drastic changes to the layout.

Other than that, the sewer area is way too dark, there is nothing keeping players inside the map (2-man boosts outside of the level), the overview is very messy and there are probably 50+ places that needs clipping or else the bomb might get stuck. 

lower connector was closed but can still be used as a peek for CT.

Please start by removing this. It's basically useless and only confuses players.

Have this map ever been properly playtested? I think you should sign up for a playtest but I'm not sure they would allow it here on MapCore, you could always try though :v

If you want this map to be competitive, you still have a lot to do. If not then it would probably serve as a fun map for chaotic gamemodes and as a good reference to what you can accomplish aesthetically :) 

Edited by Logic
Posted

thanks for the reply. 

Its good to get feedback. I have played it on test against bots so many times it is less confusing but i do appreciate a fresh set of eyes. I initially started this map for a 32 player server so the size and number of  routes  is based around that. The lighting rule i have addapted was that your weapon never goes black even in a dark area so the sewer area needs some more tweaking for general visibily . 

if it was possible to get even close to competitive level i would be happy to do a lot of work.  .  

Posted

thanks for the reply. 

Its good to get feedback. I have played it on test against bots so many times it is less confusing but i do appreciate a fresh set of eyes. I initially started this map for a 32 player server so the size and number of  routes  is based around that. The lighting rule i have addapted was that your weapon never goes black even in a dark area so the sewer area needs some more tweaking for general visibily . 

if it was possible to get even close to competitive level i would be happy to do a lot of work.  .  

As for any competitive level you should use the standard brightness and place bots (both CT's and T's) in areas that are dark or cluttered and see how easy it is to spot them at a distance. It's the best way to test visibility.

It is more than possible to get this level to a competitive state, you have to remove a lot of routes though. I'd say that you should remove the upper routes in middle as a start since these are very OP for the defenders. The good part is that you've already done a lot of detailing in these areas, so you can just block of the routes but keep the detail. The vertical detail will instantly look amazing in mid :)

Happy mapping!

Posted (edited)

Please start by removing this. It's basically useless and only confuses players.

I said that you should remove this corridor, but if you're going to remove most of the top of the map you might as well try to re-implement this connector. It seems like it would become useful :)

Edited by Logic

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