soldierrob Posted February 1, 2016 Report Posted February 1, 2016 Hey everyone, since one month I have been working on another map.It's like my 8th time I restarting from scratch but it has been good for learning.workshop link:http://steamcommunity.com/sharedfiles/filedetails/?id=586264272Rotation times A > CT > B = 17 s I could change it to 14/15 sA > MID > B = 13 sA > T > B = 24 sBoth sites have 4 entrances leading from 3 paths.Overview: Quote
El_Exodus Posted February 1, 2016 Report Posted February 1, 2016 Haven't had a run around your map yet, but a small tip for the presentation of your map: Use the command cl_leveloverview (value between 3 and 6 should be fine) to show your layout off better. Quote
Tyker Posted February 7, 2016 Report Posted February 7, 2016 (edited) This map was a lot of fun to play. The height variations were really nice, and made the angles fun to hold and take! Edited February 7, 2016 by Tyker Quote
jackophant Posted February 8, 2016 Report Posted February 8, 2016 (edited) I was genuinely impressed with this map and really enjoyed playing it.My main cause for concern is the upper B area. I understand what you were trying to do from what you explained, but personally I think the door really doesn't work. At least in it's current state:It's very loudThe activation trigger is too largeThe vertical door motion reveals you feet/legs/body/headYou can be shot at before having any real angle to work withThe size of the balcony forces you to step outside the door to be able to get an angle on anything other than T main entrance into BBut as everyone knows you are there, you're walking into a shooting galleryI'd also maybe move the entrance to the upper level into the connecting room from CT spawn into B, rather than it's own room - I think this would allow a passive CT more options to work with.Aside from the upper B area, I would maybe make the aggressive T drop area a little easier for CTs to defend. Right now, a T can step to the very edge of the ledge, to shoot defensive CTs in the side of the head on mid and then strafe back to freedom almost unpunished. Perhaps don't have the floor extend to the edge of the wall? Like so (green upper area, red lower area):Some people mentioned about flanking last night but I think sometimes flanking is more an issue of lack of team cohesion and not properly understanding the map's meta (because people are new to it). I think your map falls into both those categories rather than it having too many routes and it's impossible to control a flank.The layout for the bombsites is also a little samey. Not massively, but both have a T main route, a CT entrance route an upper level and a route off mid. Just something to bear in mind, but as I'm mentioning it, maybe just remove the controversial upper B area in favour of something ground floor like D2 B plateau Otherwise I would suggest maybe doing a little more detailing and see about getting lots more playtesting done! I wouldn't make too many minor changes about things you personally think might need changing, especially if they weren't picked up on in the PT. Getting it a little more detailed would allow you an r/GlobalOffensive reddit test and you can generate some heat maps and lots of good stats from it. As we discussed last night on steam, I've seen a lot of good maps iterate away from what made them good in the first place!Good luck! Edited February 8, 2016 by jackophant Logic and soldierrob 2 Quote
soldierrob Posted February 8, 2016 Author Report Posted February 8, 2016 Thanks for the feedback Time to go to work Quote
soldierrob Posted February 9, 2016 Author Report Posted February 9, 2016 Update on the workshop:Some small tweaks to some areas and added detail.http://steamcommunity.com/sharedfiles/filedetails/?id=586264272 jackophant 1 Quote
Logic Posted February 10, 2016 Report Posted February 10, 2016 (edited) I played like a scrub in the playtest session, so I wasn't having the time of my life at the time. That said, I think it's really balanced for being a first release! Good job! The only thing that I dislike is the door and top position on B. It's a detour for CT's when retaking the site and you can't get up there without going around through CT spawn, not even by boosting. I think the site would play just as well without it.Also, I noticed that there was barely any clipping on the outside areas of the map. If you want to test the map in a competitive 5v5 when you can boost on-top of people, make sure that everything is unaccessible beforehand.Good job so far! Logic out! Edited February 10, 2016 by Logic Klems, jackophant and soldierrob 3 Quote
soldierrob Posted February 10, 2016 Author Report Posted February 10, 2016 What if I change it like this the rotation time through ct will be shorter and quicker to the room with the door Squad 1 Quote
jackophant Posted February 10, 2016 Report Posted February 10, 2016 (edited) What if I change it like this the rotation time through ct will be shorter and quicker to the room with the doorlink doesn't work or whatever it's meant to be. Edited February 10, 2016 by jackophant Quote
soldierrob Posted February 10, 2016 Author Report Posted February 10, 2016 https://www.dropbox.com/s/dqy5ht3r448jrwg/2016-02-10_00001.jpg?dl=0 Logic 1 Quote
jackophant Posted February 10, 2016 Report Posted February 10, 2016 Looks like it could work as long as the it hasn't effected timing too badly from CT spawn to the site. Quote
soldierrob Posted March 24, 2016 Author Report Posted March 24, 2016 Hey so I'm kind of clueless on what to change on the layout I did some small tweaks and added some more details. Still not satisfied with A site Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=586264272 Quote
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