Panda Posted March 25, 2016 Report Posted March 25, 2016 (edited) I have been working on this map for just under a week , so it is in very basic. The theme is a bit messy at the moment but once I work on it I hope to make it more defined. I also encourage you to look around the map in-game. All feedback is appreciated! Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=649444790 Spoiler Radar (V1): Radar (V2): Mid: T spawn: A site: CT spawn: B site: Connector: Edited March 26, 2016 by Panda Smileytopin 1 Quote
Drakeee Posted March 25, 2016 Report Posted March 25, 2016 Feels like it's huge with no real need to get middle control? Quotingmc 1 Quote
Panda Posted March 25, 2016 Author Report Posted March 25, 2016 2 hours ago, Drakeee said: Feels like it's huge with no real need to get middle control? I think I have an idea to give more incentive to take mid but can you tell me which areas are too big? Quote
Klassic Posted March 25, 2016 Report Posted March 25, 2016 1 hour ago, Panda said: I think I have an idea to give more incentive to take mid but can you tell me which areas are too big? The map in general Quote
Klassic Posted March 25, 2016 Report Posted March 25, 2016 Some problems I've found while playtesting your map with @madsenfk 1. The stairs, no playerclips. Please 2. As @Drakeee said. it does not seem to be worth the effort to take mid control. 3. The vents are really akward... I suggest making it so that you don't have to crouch through them and make it so that you don't have to jump up the 3 boxes. (Just make it a ramp or something) 4. When coming into A as a T (at the catwalk bit with the door) I feel very unsafe. Maybe add more cover there. 5. When coming into A as a T there are a lot of spots to check: Spoiler Those are 6 spots 6. Also coming up to the catwalk bit at A (as seen in the spoiler above) as a CT is really akward. Maybe make it some kind of ramp... 7. Rotation times. (around 17 seconds) 8. The layout itself. My suggestion for changes to the alyout: Spoiler 1. Remove this so it is worth taking mid control. 2. Shorten these parts so the rotation times would be at least a little shorter 3. Make the spawns smaller (especially T spawn) 4. Making the map overall even less blocky 5. Personally I do not see the point in this part, no real 'important' place. I suggest you remove it 9. This map doesn't have any 'unique' aspects. That's why most people wouldn't play it, keep that in mind. Overall this map has potential, layout needs A LOT of work. ~ Klassic Panda and Shibou 2 Quote
Panda Posted March 25, 2016 Author Report Posted March 25, 2016 20 minutes ago, Klassic said: Some problems I've found while playtesting your map with @madsenfk 1. The stairs, no playerclips. Please 2. As @Drakeee said. it does not seem to be worth the effort to take mid control. 3. The vents are really akward... I suggest making it so that you don't have to crouch through them and make it so that you don't have to jump up the 3 boxes. (Just make it a ramp or something) 4. When coming into A as a T (at the catwalk bit with the door) I feel very unsafe. Maybe add more cover there. 5. When coming into A as a T there are a lot of spots to check: Hide contents Those are 6 spots 6. Also coming up to the catwalk bit at A (as seen in the spoiler above) as a CT is really akward. Maybe make it some kind of ramp... 7. Rotation times. (around 17 seconds) 8. The layout itself. My suggestion for changes to the alyout: Hide contents 1. Remove this so it is worth taking mid control. 2. Shorten these parts so the rotation times would be at least a little shorter 3. Make the spawns smaller (especially T spawn) 4. Making the map overall even less blocky 5. Personally I do not see the point in this part, no real 'important' place. I suggest you remove it 9. This map doesn't have any 'unique' aspects. That's why most people wouldn't play it, keep that in mind. Overall this map has potential, layout needs A LOT of work. ~ Klassic Thanks a lot for your feedback! I completely agree with the mid suggestion, I will remove number 1 in the vent path. The reason I made T spawn so big was because the timings for mid were very tight with CT, but I guess if I remove number 5 it will fix that. But I'm concerned about having to walk back on yourself to get to mid. I will try to attempt all the changes you have suggested, may take a while... especially the clipping on stairs Hopefully I will have an update out by tomorrow for you guys to look at. Klassic 1 Quote
Klassic Posted March 25, 2016 Report Posted March 25, 2016 Just now, Panda said: Thanks a lot for your feedback! I completely agree with the mid suggestion, I will remove number 1 in the vent path. The reason I made T spawn so big was because the timings for mid were very tight with CT, but I guess if I remove number 5 it will fix that. But I'm concerned about having to walk back on yourself to get to mid. I will try to attempt all the changes you have suggested, may take a while... especially the clipping on stairs Hopefully I will have an update out by tomorrow for you guys to look at. Cool! looking forward to it Also what I just noticed while I was looking at the screenshots again is that the lighting is very dark. Is this because it is set in night or not? Panda 1 Quote
Panda Posted March 25, 2016 Author Report Posted March 25, 2016 5 minutes ago, Klassic said: Cool! looking forward to it I was going for dusk but I think I will just make it day - lighter and less blue. Quote
Klassic Posted March 25, 2016 Report Posted March 25, 2016 1 minute ago, Panda said: I was going for dusk but I think I will just make it day - lighter and less blue. Could be good Quote
Freaky_Banana Posted March 25, 2016 Report Posted March 25, 2016 1 hour ago, Klassic said: But wait, if 1 and 5 are removed, how do Ts get into mid ? Panda 1 Quote
Klassic Posted March 25, 2016 Report Posted March 25, 2016 (edited) 5 minutes ago, Freaky_Banana said: But wait, if 1 and 5 are removed, how do Ts get into mid ? Not removed, more like changed? I kind of said that in a wrong way Edited March 25, 2016 by Klassic Freaky_Banana 1 Quote
Panda Posted March 25, 2016 Author Report Posted March 25, 2016 (edited) 9 minutes ago, Freaky_Banana said: But wait, if 1 and 5 are removed, how do Ts get into mid ? Haha, they have to boost ontop of the building. Good stratgety decision. The bottom 5 will be removed not the one above it When I make it itwill be more clear. Edited March 25, 2016 by Panda Quote
Freaky_Banana Posted March 25, 2016 Report Posted March 25, 2016 Just now, Panda said: Haha, the bottom 5 When I make it itwill be more clear OK, we'll see how it turns out ! Panda 1 Quote
Panda Posted March 25, 2016 Author Report Posted March 25, 2016 (edited) What would be a 'unique' feature in terms of the layout? Don't say something different Edited March 25, 2016 by Panda Quote
Klassic Posted March 25, 2016 Report Posted March 25, 2016 1 minute ago, Panda said: What would be a 'unique' feature in terms of the layout? Don't say something different something different Most maps created on the workshop are basically 'Dust III'. So things like: "Back of site" or "Dropdown"' are 'unique' ideas.Some examples of 'unique' layout design: Spoiler de_mutrah (The window at B site) SHAMELESS SELF PROMOTION de_vertgo (2 FULL layers) de_train (the sights are REALLY close to each other) cs_agency (multi layer layout) Are those good examples? Marrón 1 Quote
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