lynx Posted January 25, 2016 Report Posted January 25, 2016 Hello Mapcore, after months of reading on mapcore, i signed up today and wanted to present my first 5v5 map in early Greybox Stage.It had worked fine before, but then i screwed something up. After compiling, the whole Map was black, only the props and the skybox looked normal. I didnt change the lighting at all.As soon as i have fixed the Problem, Id like to present he map and get some Feedback.Lukas Quote
Vaya Posted January 25, 2016 Report Posted January 25, 2016 which way is your light_environment pointing? Quote
lynx Posted January 26, 2016 Author Report Posted January 26, 2016 Im not sure what you mean, however, i didnt change it. The angle is 195, xyz is 0 165 0 and pitch is -55, if that is what you mean.Lukas Quote
lynx Posted January 26, 2016 Author Report Posted January 26, 2016 I started completely from scratch as the old Layout had several flaws. Screenshots/download coming soon. (Is there an alternative to dropbox or uploading it to the workshop?) Quote
Michael Greenwood Posted January 26, 2016 Report Posted January 26, 2016 Why wouldn't you want to use the workshop? Quote
lynx Posted January 26, 2016 Author Report Posted January 26, 2016 (edited) Because its in an super early stage, i dont even have both bombsites.. timings are off probably and too short too (8-10 seconds to the sites) But maybe ill upload it so you guys can give more feedback.EDIT: here it isdont be too harsh, but im open to any criticism! Edited January 26, 2016 by lynx EDIT: Link to worshop Quote
Vaya Posted January 27, 2016 Report Posted January 27, 2016 -You should build every brush using nodraw and then only the texture the sites you can see when in the map- take skybox and light_environment settings from this list - https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Sky_List - or copy the entities from an official map until you get the layout down- use these textures over the horrible orange ones. trust me.- when showing layouts you're better either posting the radar or a sketch of your planned layout over a off angle ingame shot. https://developer.valvesoftware.com/wiki/Creating_a_working_mini-mapat least hide your hud and viewmodel for a better shot. - cl_drawhud 0 - r_drawviewmodel 0 Any questions let me know El_Exodus 1 Quote
Tomato Posted January 27, 2016 Report Posted January 27, 2016 - use these textures over the horrible orange ones. trust me.Been there, done that, until the orange burned my eyes out. Quote
lynx Posted January 27, 2016 Author Report Posted January 27, 2016 (edited) Thank you a lot! This is my first ever map and i only watched a few tutorials, which didnt Cover nodraw and the textures. What do you think about the layout in General? I can upload the overview but it wont show the 'underpass' to the first site. Edited January 27, 2016 by lynx Quote
Vorontsov Posted January 27, 2016 Report Posted January 27, 2016 In your case I would recommend binge watching Topphattwaffle's tutorials on source sdk Quote
lynx Posted January 27, 2016 Author Report Posted January 27, 2016 (edited) Thanks, ill give it a go! I definitely need it. EDIT: Screenshot added, overview.What do you think?Ts reach:A(left) after 8 seconds,underpass to A: 8 secondsMid to A: 6-7 secondsMid peek: 5 secondsB long: 12 secondsMid to B: 7 secondsRotation times: 12 seconds for cts and Ts (Mid or ct), 20 seconds for Ts over T spawnMost of the routes to the bomsites are too short imo, any suggestions?Red: T, Blue:CT, orange: sniper duels in mid, yellow: rotations Edited January 27, 2016 by lynx Quote
lynx Posted January 27, 2016 Author Report Posted January 27, 2016 Updated the version, feel free to try it out and download HERE Quote
Tomato Posted January 28, 2016 Report Posted January 28, 2016 (edited) I've had a quick look at your map and have some remarks: I don't know why you don't put something solid at the edges, cause players can easily fall of the map. I guess this is going to be a bombsite. But the pit you made has only one exit ( unless you boost someone out) All the other entrances are one way drop downs. This pathway looks a bit strange, it's a crouch jump, which makes passing through here rather tedious. Maybe try to fix those kinda spots where you're able to see other pathways through nodraw. Other remarks:-Add some basics like a buyzone for each team and the bombspots just for gameplay purpose. Edited January 28, 2016 by Tomato Quote
lynx Posted January 28, 2016 Author Report Posted January 28, 2016 (edited) thank you very much!You are completely right with your points, but the sites arent even close to a playable state.I am aware of that, both bombsites arent complete yet. On the left site i will add ladders or boxes to make it climbamble, and on the other there will be a "staircase" building that will add cover and hide the nodraw-spots.Ct spawn isnt even there yet, until now i only did the T-side of the map. what do you think about middle, and the pathways to the obsite on the left? Anything that could be OP or destroy gameplay? Edited January 28, 2016 by lynx Quote
jackophant Posted January 28, 2016 Report Posted January 28, 2016 (edited) You can't say with any level of certainty what does and doesn't work without getting the map made first, everything is relative. You need to focus on finishing a draft of the map, then we can test it to help you find out. You're worrying about a lot of small details without having the large details present for them to matter.I would suggest the following in a rough order of importance:Add bomb site triggers (first one you place is always A)Make sure there are 20 spawns (10 for each team)make sure your walls / floors are no thinner than 32unitsunless you plan to make it penetrableDon't bother with stairs for now, just make ramps so we can all get everywhereAt this stage less cover is betterIt's easier to add cover to help than work out which of 1 million crates is hindering gameplayselect everything and apply nodrawthen using face edit tool (shift+A) reapply texturesFix your light environment (I've taken it upon myself to choose one for you as it's "dawny")try these values from de_lake (skybox name = "sky_cs15_daylight02_hdr"):Ideal Sun Angle = 0 296 0Ideal Sun Pitch = -30Ideal Brightness = 247 232 202 600Ideal Ambience = 172 196 202 250(seriously, just some good lighting makes the map feel 100% better)Add signs to the map and bombsites so we know where to goWatch tutorial on how to make radarSubmit to mapcore for 10v10 play testI also made this introductory tutorial for a competition we hosted a while back. It's since been buried, but might be worth a quick read through to get to grips with some things:Hope this helps, good luck Edited January 28, 2016 by jackophant Vaya, JustFredrik, sevin and 2 others 5 Quote
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