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P4NIK.

[WIP][CSGO] de_trusk

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Hello everyone,

this is my first map called de_trusk which is currently in alpha state.  As I just recently started mapping I did alot of mistakes yet and I hope you dont judge by it's graphics yet (but feedback is welcome in any way). I just wanna improve and get feedback from more experienced people.

 

Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=630728295

 

Here is a overview of the map:

de_trusk_overview.thumb.jpg.1eaf969ac799

 

Some screenshots to see ingame graphics:

Terror Spawn:

2016-03-03_00003.thumb.jpg.8de207423ddf7

2016-03-03_00002.thumb.jpg.a9940e7afa936

2016-03-03_00013.thumb.jpg.49ad15b2724f7

2016-03-03_00004.thumb.jpg.74d8f9aa4c69c

Bombsite B:

2016-03-03_00005.thumb.jpg.b25962a91fa46

2016-03-03_00006.thumb.jpg.dc948df0f5062

Mid from T perspective:

2016-03-03_00007.thumb.jpg.8efe0882a853b

Mid from CT perspective:

2016-03-03_00008.thumb.jpg.2236e3a487241

Bombsite A:

2016-03-03_00009.thumb.jpg.19e2a813502b7

2016-03-03_00010.thumb.jpg.d5d25519688b6

CT Spawn:

2016-03-03_00011.thumb.jpg.f6f3bd6eff89f

CT Spawn to B:

2016-03-03_00012.thumb.jpg.87738e1a86c58

 

 

 

Edited by P4NIK.

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Seems to be fairly blocky still...

I know, I will change this as I progress, but my main goal is to make it playable first :) I'm still a newb at Hammer Editor

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Well i think you should try to make an aim map or jailbreak map first since they seem to be easier.

Well, yes I could do that but what I really enjoy about mapping is making a competitive map :) I cant imagine having that much fun with a jail or aim map as I dont enjoy playing both of them anyway.

My first map is for learning. All I want now is constructive critisism and I was hoping to get it here.

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Well, yes I could do that but what I really enjoy about mapping is making a competitive map :) I cant imagine having that much fun with a jail or aim map as I dont enjoy playing both of them anyway.

My first map is for learning. All I want now is constructive critisism and I was hoping to get it here.

Well I think you did a great job on your first map. The layout seems a bit straight forward. Try experimenting with the layout more, look at cobblestone or overpass! Not trying to push you but still...

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Do continue on this map. Aim maps aren't a good way of learning what plays well in a competitive environment.

I think most people would look at your map and think that the angles and geometry looks rather dull. Long lines of sites are fine if the detail is still there, but the route from T to B is just a straight line without any interesting features. I'm not saying every line of sight should be as curvy as Short on D2, but the space needs to look and feel right. Also, avoid stairs(/ramps) that steep (referencing the one in T-spawn).

I think you will get the hang of things if you work on the map. Keep it up :) 

Edited by Logic

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Do continue on this map. Aim maps aren't a good way of learning what plays well in a competitive environment.

I think most people would look at your map and think that the angles and geometry looks rather dull. Long lines of sites are fine if the detail is still there, but the route from T to B is just a straight line without any interesting features. I'm not saying every line of sight should be as curvy as Short on D2, but the space needs to look and feel right. Also, avoid stairs(/ramps) that steep (referencing the one in T-spawn).

I think you will get the hang of things if you work on the map. Keep it up :) 

Thanks, I completely redid B long (the path you mentioned) as I wasnt pleased with it anyway :) But I'm not sure, I dont see how I could avoid the stair/ramp thing, at least in this map. The height is a part of the map, I didnt wanted it to be too flat :) But I replaced most ramps with stairs now so it's at least visually appealing.

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With stairs, try making your stairs have a slope of less 1/2 or lower. For example, if you have a staircase or ramp that goes up 128 units, make it at least 256 units long to prevent awkward steep slopes.

 

http://tf2maps.net/threads/article-stairs-and-your-map.8827/ is about tf2, but it covers the basics with stairs - how to use them, make them, and their shape/dimensions.

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With stairs, try making your stairs have a slope of less 1/2 or lower. For example, if you have a staircase or ramp that goes up 128 units, make it at least 256 units long to prevent awkward steep slopes.

 

http://tf2maps.net/threads/article-stairs-and-your-map.8827/ is about tf2, but it covers the basics with stairs - how to use them, make them, and their shape/dimensions.

I looked it up and took each stair to a height of 8 and a length of 12, someone stated it's the "official Valve scale" for stairs. But thanks for your link, it's quite helpful

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