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Posted (edited)

I'm working on a new defuse map called de_amalia. You may see it here on workshop. It is in beta2 stage right now currently being playtested on a public server. The first veriosn beta1 was already tested and since then i made some changes to it  that are present on beta2 version.  This is the current layout with meeting points as seen in game. Any constructive feedback it's appreciated.

iGbhi9w.jpg

Edited by Serialmapper
Posted

"OK, Weird orange fake crate tho + water outside the map is huge :P " this is quote from the map testing status.

The weird orange crate it's a marker that i used to build the 3D skybox and it's forgotten there by mistake, anyway it's a func_brush non solid so it won't impede the gameplay only the local visuals.

The water from the 3d skybox looks because of a of some sort that the water texture has. In the map the water texture size is 2 and in the skybox is 0.125. I will consider changing the water texture for future versions.

Posted (edited)

Looks like you've put alot of work into this so far, good stuff.

I'm at school so I can't really give you a ton of gameplay feedback, so I'll just comment on visuals. 

I like the idea behind the "castle at sea" theme, but I do want to say that I think you need something to separate this map from cobble. You could still use lots of cobble assets but I think you just need something unique in the theme. I think the map could benefit alot from experimentation with the brushwork/architecture to try and branch off of cobbles style a little more. Maybe the castle is partially destroyed/flooded/overgrown from storms and general disrepair etc? Possibly cloudier lighting and skybox with a post-rain theme? I'm sure you've got a direction you want to take it, but those are just some kneejerk thoughts of mine. Some simple blend textures and more varied brushwork can go a long way. Maybe check some references of some more fantastical "castle at sea" locations for inspiration and try and reinterpret what you can into cs:go's grounded reality. 

What you've got so far looks solid and I think you've got a great base to work on, keep at it!

 

 

 

Edited by nikkoship
Posted

I'm primarily using de_cbble assets to keep the .bsp smaller. Of course i could make my own wall textures but i don't think it's the case for this map. For other maps of mine i did. 

As for custom props, that is out of the question for me as i don't have any knowledge on how to use the software to produce them.

For now i'm interested on gameplay balance. I tested the map on a public server in my country, with 44 slots on full load and i observed a slight CT siding tendency, however any classic map like dust2 has that CT siding tendency at that load from my experience. I requested a testing on 4th September at mapcore's server to see how it behaves with less players.

Thank you for feedback.

  • 3 weeks later...
  • 2 weeks later...
Posted

I do not want to open a new topic so i will ask here.

Is there any possibility to use in a custom .nav file, custom location names? I'm asking that because whenever i want to use a location name other  than the ones included in the official list, the console says "ambiguous" .

Posted
23 minutes ago, Serialmapper said:

I do not want to open a new topic so i will ask here.

Is there any possibility to use in a custom .nav file, custom location names? I'm asking that because whenever i want to use a location name other  than the ones included in the official list, the console says "ambiguous" .

No custom place names unfortunately.

Posted

Thank you for answering!

Well...that sucks, because not always the map's layout fits with that list entirely. For instance i wanted to use long B, but the console says that's ambiguous, there is only long A.

"Volvo please fix!"

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