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Posted

I'm coming off 6 years of TF2maps.net mapping and head-first into CS:GO.

My first project has taken off way better than I thought, however I'd like non-friendly comments and criticism. The project is on the workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=809954484

This map features a bridge and underpass (under and upper) for a Middle. Both bombsites can be accessed from the above bridge though only in the form of drop downs, forcing players having to commit and give up their advantageous hold on above Middle. Where as lower Middle of course features fully rotatable routes to T, CT, bombsite A & B.

Sorry for no level overview screenshots. It's very broken (the overview) and I can't get a decent shot from above that doesn't black out areas of my map (due to height and areas being built upon each other). All feedback or friendly readers who are willing to give this map a quick peak would be very appreciated as I'm wondering if CS:GO players would be interested in a map like this.

 

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Posted
39 minutes ago, GooGuGajoob said:

I'd like non-friendly comments and criticism.

Okay.

It's overly complicated to navigate and the world architecture doesn't make any sense. You're thinking too much about gameplay and not enough about the surrounding area. People like simple - believable environments, that are easy to navigate and remember. That's why dust2 is so popular.

Posted (edited)

I just had a quick run-through and i agree that its a hard sell on a first attempt due to the complexity of the layout but i also think that its an interesting one! maybe atleast one crouch-move too many though, but i like the wide gate one in the center. However you need to work more on the theme - its too much boxes and sort-of-warehouses atm. A site needs something more memorable and thematically strong - maybe its a nuclear warhead or a vintage car, maybe your actually breaking into a fancy apartment through all the grungy exterior?

I also think that the drop down for each site is way too strong for T atm. If T had to fight harder to get there maybe? or T was more exposed? Its pretty risky to allow such fast rotations* because it can invalidate mind games as to where the plant is happening or just make it unfair.

*okay its not really a "rotation" but you get my meaning.

Edited by spa
Posted

Thank you for all the feedback, comments and criticism.

A5 was a very added on build without much taken away, so I feel the simple ideas and layout present still have potential - just that I need to strip back and simplify. I'll let you know on future updates to come for this project (can you believe it? This map is barely 2 weeks old at A5!).

Posted (edited)

Update - De Knox (A6): http://steamcommunity.com/sharedfiles/filedetails/?id=811910144

Patches:

- Lengthened timings for T

- Removed a Man-hole at upper bridge

- Moved T's Main A entrance

- Redesigned B bombsite

Will do's:

I will change the bombsite of A away from crates, however I do think the area will end up an 'in-construction' site. Though I promise no way will this end up a warehouse as I refuse to make a visually mediocre map if this manages to crawl into beta stages.

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Edited by GooGuGajoob
Missing images

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