JAXKZN Posted February 9, 2016 Report Posted February 9, 2016 (edited) Hi!This is my first attempt at a 5v5 defuse map for CSGO. I've been mapping on and off since cod2 and have tried some smaller stuff for CSGO in the past.Right now im most interested in feedback regarding the map layout. I have started some detailing work to test the feeling of some themes but nothing is decided yet.I've been playing around with some friends and the layout feels decent but just not 100%. So i would love some feedback!http://steamcommunity.com/sharedfiles/filedetails/?id=590290701 Edited February 9, 2016 by JAXKZN RivFader, Smileytopin, lynx and 2 others 5 Quote
lynx Posted February 9, 2016 Report Posted February 9, 2016 (edited) hey there, very impressed so far. however, i noticed a few things:what i dont like that much:-very long rotation times (Ts and CTs) could make the game less intresting (always rushes, faking not viable etc, retakes very hard)-it annoys me you cant go in between those blocks -i had frame drops (from 300-170) in some areas..maybe its my setup or something else.what i like:+visibility, textures, theme so far, vertical elements, original architecture, layoutmaybe you could add a ct upper area on the A bombsite? if the rotations are long give the CTs a better chance to defend the sites.Maybe im completely wrong and it is quite balanced. Lukas Edited February 9, 2016 by lynx Quote
Logic Posted February 10, 2016 Report Posted February 10, 2016 Starting off, I think this has a lot of potential. Mid is really interesting, similar to Mirage with the underground area emerging from under the window! I'm unsure about how it would play though, might be really hard for CT's to hold it down since T's can come from several different angles.I have a few more pointers.It is very confusing where to plant on B-site. I'd recommend moving it out of the corner into a position that is marked on the ground and is more open, allowing for more diverse plant-positions. This is just a suggestion to where you could move the site.I also think that the back of B-site feels very narrow. It might play ok, but widening it wouldn't be that big of a deal and would probably play a bit better.B-site also feels very tight and has very little clipping. Defending from here might be considered OP. I don't really like that vent as a counter-measure.There is also a lot of steep stairs that doesn't feel realistic, some of them causes a few head-peeks as well.Anyways, I'd love to play this map in a playtest! RivFader and jackophant 2 Quote
JAXKZN Posted February 10, 2016 Author Report Posted February 10, 2016 Thanks for taking the time guys!You have given me some good ideas-very long rotation times (Ts and CTs) could make the game less intresting (always rushes, faking not viable etc, retakes very hard) maybe you could add a ct upper area on the A bombsite? if the rotations are long give the CTs a better chance to defend the sites.You're right, I think i will remake the A-site and make the rotation faster. Not really satisfied with it anyway Starting off, I think this has a lot of potential. Mid is really interesting, similar to Mirage with the underground area emerging from under the window! I'm unsure about how it would play though, might be really hard for CT's to hold it down since T's can come from several different angles.Yeah, i felt like that the middle would be easier for T to take but CT have a 2 sec advantage with the best spawn and can make a gamble and drop and push mid. It is very confusing where to plant on B-site. I'd recommend moving it out of the corner into a position that is marked on the ground and is more open, allowing for more diverse plant-positions. This is just a suggestion to where you could move the site.That gave me some good ideas. I agree that I should make it more clear where the site is. B-site also feels very tight and has very little clipping. Defending from here might be considered OP. I don't really like that vent as a counter-measure.Yeah, your not really suppose the get up there, will fix! Thanks again! Logic 1 Quote
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