Jacket Posted March 4, 2016 Report Posted March 4, 2016 (edited) Got a layout sorted, got a file on the workshop, now begins the public humiliation! Wait, scratch that last one. Unnecessary "backstory"/background info: Spoiler I'm currently at university studying a game dev course and needed an idea for a research/development type project. Seeing as I'm not fantastic at CSGO, especially the competitive aspect (more like: very much not any good at the game whatsoever), it provides a mass of opportunity for research, but the mapping side I can at least do! However that does leave me on a tight schedule, and I wish I hadn't left it so late to research the (somewhat limited seeming) communities offering map testing. Hopefully this won't leave me having to seriously rush the project over the next month... Narco is my project, hopefully designed for 5v5 competitive play. It's most likely going to involve the CT investigating/raiding a large depot used by the T as some kind of drug distribution centre... I'm sure I can put more thought into that and come up with something better and less generic at some point though. As you might be able to tell it takes some inspiration from current maps, particularly Dust2 and Cache, but hopefully adds a bit of it's own flavour too. Workshop link! Any and all feedback greatly appreciated! Getting desperate to test this out gameplay wise now though! Edited March 16, 2016 by Jacket [N]awbie and slavikov4 2 Quote
MaanMan Posted March 4, 2016 Report Posted March 4, 2016 I highly recommend simplifying the map, smoothing out the ground, and replacing the wall texture. Fnugz and jackophant 2 Quote
Jacket Posted March 5, 2016 Author Report Posted March 5, 2016 (edited) The textures have been replaced, still contemplating what I can do to make it a bit less complex at this point though.Screenshots below: Edited March 5, 2016 by Jacket slavikov4 1 Quote
Jacket Posted March 7, 2016 Author Report Posted March 7, 2016 (edited) 'Nother update:Altered the entry points to B from CT's side. The balcony room above B has been complete removed. Also site A's yard has been modified. Hopefully this is at least a step in the right direction for simplifying the layout.Screenshots below: Edited March 7, 2016 by Jacket [N]awbie 1 Quote
MaanMan Posted March 8, 2016 Report Posted March 8, 2016 Pro tips: use the nodraw texture, have spawns face the bombsite, doors should open both ways, vertical gameplay doesn't work very well for cs. Also make sure there are enough spawns. Vaya 1 Quote
wylde Posted March 8, 2016 Report Posted March 8, 2016 From a CS game theory stand point, you screenshots have many areas where a person can stand and be seen from 5-7 angles. Most spots in competitive CS maps are open to 2-3 at most spots, and the smarter players have a good idea of which 1 or 2 spots the opponent will be in. Think about removing a couple paths of cubby holes to streamline gameplay. That room with 10 pillars = 10 hiding spots, which is bad for CS. Also like someone said, vertical gameplay can only work in certain contexts in CS. Cbble drop room is a good use, nuke rafter maybe not so much. The bridge you have is too open of a vertical platform to enable balanced gameplay (the guy on top has a huge advantage).Also your steps look kinda big. Are they 16 unit? I'd recommend using 8-12 unit.Otherwise visually it is looking quite good. I think if this is truly a research project you will learn from playtesting that your layout is too complicated/open to too many angles, so I'm just trying to save you some time in the long run. Quote
Jacket Posted March 13, 2016 Author Report Posted March 13, 2016 Thanks to all who tested and gave feedback. So far my plans are to bring the bomb sites closer together and alter the bridge somewhat (possibly adding a ladder on CT's side rather than crates everywhere) which would make the overview a little more like below. There's a huge space above T spawn I'd be considering to occupy somehow and perhaps a few more geometry changes to be made at the bombsites.Hopefully I can get these changes done and be able to get it tested again this week, though I wont be around so I'll miss the test again :/ Quote
Jacket Posted March 16, 2016 Author Report Posted March 16, 2016 Changes made! Moved sites closer Altered both yards A yards roof lowered to give smoke deploy over roof 'Simplified' A's site: added the two fenced off areas to remove hiding spots (less spots to have to check) Made T's path to A longer Removed mid's building at T side Changed mid bridge to pipes and ladder rather than crates to access it Changed the fence at Mid-B connector (next to CT) to be a bit more aesthetically pleasing Removed sightline at A-double door to A site Removed sightline from B balcony to mid door Removed metal sheet on B to prevent easy bomb plant/hide spot Removed pixel-perfect spot on B yard green fences to prevent sight through to connector Clipped pipe bridge at mid for smoother transfers Extended building height at mid to prevent visibility onto A site with boosting Removed small gaps between wooden boards on floor of A-Mid connector Added opaque windows on A-Mid connector Extended fence height at bottom of Mid to prevent sightline Extended doorways at CT-A connector to give a less cramped feel Added an additional panel to the fences around A site to prevent seeing people before they've come around the corner Moved some window props around in squeaky door corridor and B yard to prevent z fighting Screenshots below: Spoiler As always, feedback appreciated! VIOLATION 1 Quote
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