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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:
1A137A0040974B70CE125E7FA7758A4D15237AB1

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 by baem123

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looks very promising! I like that you added water, its always cool if you can locate enemies by using your ears :P

regarding the layout, it looks as if the Ts reach mid before the CTs. have to test that as soon as im home.

Edited by lynx

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[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 :P

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.

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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.

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