Single Posted February 14, 2016 Report Posted February 14, 2016 Sorry for being away from Mapcore for so long. I've been really caught up in things-that-aren't-mapping. Have only found time on some evenings to actually do some mapping, let alone post in forums about mapping. I've come back looking for some critique on a greybox I've been working on:de_outback(WIP) Terrorists have become increasingly frustrated wiith coal mining in the region, and plan to blow up a coal loading facility in rural Australia.The map is obviously far from done. I've included screenshots, some of which are showing the encounter times and location hints. A radar overview is presented at the end.Some notes:The map is fairly large: this is by design. I took the 'form is function' approach for this, taking inspiration from the flat, expansive Australian outback.Yes, that's a custom dev texture. I found it hard to look at the Valve supplied ones, so I just made my own.It's not yet ready for playtesting, there are about 10,000 ways to escape the map. I wanted to learn from my prior mistakes, and get layout/gameplay feedback BEFORE I organise a playtest, so that I don't waste 20+ peoples time!The map is only partially textured. Some areas have "final" texturing, other areas have "beta" texturing, others only have normal maps.It can be found on the workshop here: http://steamcommunity.com/sharedfiles/filedetails/?id=531145397. Note that this version is not ready for general playtesting, as the map can be easily escaped, and lacks sufficient spawn points. However, by the time this post is finished, it will be ready for a run-around.Yes, I'm aware that blue-orange is overdone, but I wanted to do a map in the Australian outback and that's just what colour it is out there!Workshop link is here: http://steamcommunity.com/sharedfiles/filedetails/?id=531145397. When I 'finish' the map, I'll make a new workshop entry, this one is only for the WIP version.Taking criticism on basically everything, providing you've read the notes at the top of the post!Thanks everyone. RivFader, [N]awbie, Furiosa and 9 others 12 Quote
baem123 Posted February 15, 2016 Report Posted February 15, 2016 (edited) Hi,im still new to the forum and i thought its sad that you get 180 views but no feedback for your map. I wanted to create a thread to show my map in the coming weeks, but i would be sad if i got no feedback, like you.we could stick together if nobody else is helping and you could give me feedback for my map then, too. So, heres the my review:- I cant see the "a ->" sign from every spawnpoint (ct spawn)Both Bombsites have only one train for cover, and no height difference.You can boost yourself on the trains, but everybody can see you and you have no real cover there.Thats playable, but it would be boring after some rounds.Maybe you could change the setting from one bombsite.Its okay if you see a train from both sites, but it could be boring if you need to hide behind a train at both bombsites after you planted the bomb.I know "de_train" does the same, but it has much more interesting height differences and places where you can hide behind the site, in the tunnels, where no trains are.Nearly all ways are wide and long. Its hard for people without awp/ak to find a solution except the green hallway.If youd give the outer way to "A" a little bit more cover, it could be a second option. But im not really sure if its needed. A playtest should look at this.I think an awp player will love this map a little bit too much, especially the main entrance to B has a very long view distance to the windows.If you have one awp in the B windows watching B Main and another one at/behind the train the train, watching the green hallway the spot is completely closed.Mid view from CT side looks boring. Maybe a high structure could help the eye at this point:In summary I would try to add a more height difference especially at the bombsites and narrow some ways a little bit. I like the way from the water to the green hallway and the option to go to both sites.btw its called "form follows function". form is not function! dont try to stay very close to reality. i know the outback is flat, but a cs map shouldnt be close to reality. real places are not really good defuse maps. i hope you liked my feedback and you agree in some points. Edited February 15, 2016 by baem123 Logic 1 Quote
lynx Posted February 16, 2016 Report Posted February 16, 2016 (edited) looks very promising! I like that you added water, its always cool if you can locate enemies by using your ears regarding the layout, it looks as if the Ts reach mid before the CTs. have to test that as soon as im home. Edited February 16, 2016 by lynx Quote
Single Posted February 18, 2016 Author Report Posted February 18, 2016 [everything you said] Thankyou for the feedback! I'll take it all into consideration. The map is large by design, so it being AWP friendly is ok (subject to playtesting). The open skybox should hopefully (with good visual aids) encourage smokes, which might cut down some of the distances, and push awpers out of good cover.I've considered making the other bombsite a non-train bombsite, a bit short for ideas that aren't simply boxes everywhere. I also have plans for including elevation, that doesn't include boosting. May implement them later on.looks very promising! I like that you added water, its always cool if you can locate enemies by using your ears regarding the layout, it looks as if the Ts reach mid before the CTs. have to test that as soon as im home.Thankyou! Yeah, the water will stay, but I'll put mud and stuff around the edges, to pretty it up.In playtesting, CTs and Ts got to mid, on average, at the same time (to within 0.5-1.0 seconds). The variation comes from one faction getting a good spawn and the other faction getting a bad spawn, but this is unavoidable. Quote
lynx Posted February 19, 2016 Report Posted February 19, 2016 in my opinion CTs should have at least 3 seconds andvantage (enough time to set up smokes) and it should not be so dependant on the spawns, because it sucks if e.g. your AWPer can't go mid every round. just my thoughts, maybe move the t-spawns back just a little bit? you don't have to change anything huge for that. Quote
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