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Posted (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.thumb.png.f3bd9f84900d7c8d01d17f38

Radar (V2):

RADAR2.thumb.png.3ae1b3c9ebddfde4c9f5c62

 

Mid:

20160320211738_1.thumb.jpg.663fbcd6c1470

20160325112442_1.thumb.jpg.b2173a18398ba

T spawn:

20160325112355_1.thumb.jpg.e0440b82b903d

A site:

20160325112406_1.thumb.jpg.572a0821ea584

CT spawn:

20160325112414_1.thumb.jpg.0c858fe6e2ff2

B site:

20160325112427_1.thumb.jpg.cd5ba888ff38a

Connector:

20160325112434_1.thumb.jpg.92a54b97d4f4e

Edited by Panda
Posted
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?

Posted

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

dddddd.thumb.jpg.12aaaa429d877c388e30250

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

56f59218b00eb_kkkkkkkkkkkk.jpg.c683e1b10

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

Posted
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

dddddd.thumb.jpg.12aaaa429d877c388e30250

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

56f59218b00eb_kkkkkkkkkkkk.jpg.c683e1b10

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 :P Hopefully I will have an update out by tomorrow for you guys to look at. 

Posted
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 :P Hopefully I will have an update out by tomorrow for you guys to look at. 

Cool!

looking forward to it :D

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?

Posted (edited)
9 minutes ago, Freaky_Banana said:

But wait, if 1 and 5 are removed, how do Ts get into mid :D ?

Haha, they have to boost ontop of the building. Good stratgety decision. The bottom 5 will be removed not the one above it :P When I make it itwill be more clear.

Edited by Panda
Posted
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

coINeeX.thumb.jpg.df0084b760a52a04288226

de_mutrah (The window at B site) 
SHAMELESS SELF PROMOTION

Vertigo.thumb.jpg.29f1c777765626876f4217

de_vertgo (2 FULL layers)

t3dVqhK.thumb.png.59ca468269f7fe19142c84

de_train (the sights are REALLY close to each other)

To9z80p.thumb.jpg.045f3c7c6d5180615feaaa

cs_agency (multi layer layout)

Are those good examples? ;)

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