ItzOmega Posted April 23, 2017 Report Posted April 23, 2017 (edited) PASTER (WIP) Hello! This is my FIRST CSGO map that I am making as my final university project. The map is located next to a water dam in a factory that takes the water to generate electricity. As you can see there are still some minor props missing, as well as almost all the details, and some small problems with allignment. They will be fixed soon. Screenshots and Workshop if you want to check and download the map: Workshop page. http://steamcommunity.com/sharedfiles/filedetails/?id=908405993 Overview Image: http://imgur.com/75tQj08 Screenshots: http://imgur.com/a/jIaOE I am trying to finish it in the best way possible. For the moment the layout is finished and so the main paths and buildings, but I am still working with bombsite designs and choke points. I have already submitted the map to the playtest and hope that it can be tested soon. For the moment I am looking for general feedback and overall feeling about the map. Thank you! Edited September 4, 2017 by ItzOmega [Deleted] 1 Quote
ItzOmega Posted April 25, 2017 Author Report Posted April 25, 2017 New update! If you want to check. -Colour from A house changed to blue -Added a vent from mid to A bomb -A factory reduced it's size -Added a set of stairs on A sniper -Fixed small bugs and places where you can get stuck -New radar with better info I'm still working on textures and detailing, and also on the radar, which I don't know how to make it look the inside rooms, and not the roof. There will be a Playtest on the 7th of May if someone wants to test the map! https://calendar.google.com/calendar/render?eid=dWp1aW5zbGMwNzkwYmIzamFkdGcwZWxiMnMgZmtjdnI1aWlvMWtnZGliMDYxdTd0Z2tnNW9AZw&ctz=America/Chicago&sf=true&output=xml#eventpage_6 Quote
ItzOmega Posted April 27, 2017 Author Report Posted April 27, 2017 On 26/4/2017 at 11:43 AM, RA7 said: Looks like a solid start. Thank you! I'm trying to improve. Btw anyone knows something about playtesting? I already submitted my map to the playtest topic but I still don't know if the map is gonna be playtested or not. Quote
NikiOo Posted May 2, 2017 Report Posted May 2, 2017 (edited) The Garage interior looks kinda boring and it's pretty dark too. I suggest that you add some windows to the walls, maybe windows that are not see-through, like nuke, and also add some lamps. The walls are quite empty as well. Add some pipes and cables going along them. Edited May 2, 2017 by NikiOo ItzOmega 1 Quote
ItzOmega Posted May 6, 2017 Author Report Posted May 6, 2017 (edited) New update! Changed some parts of the map based on the feedback from the first playtest, but still needs more work! More updates will be coming soon! Buildings look empty but for now I'm only working on the general layout and basic structures and objects. Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=908405993 Changes: -A house has been removed and changed for a new factory instead. -A tunnel now is shorter (Maybe needs more cover) -A bombsite is now smaller and easier -A jungle for the Ct's has been removed and changed for a stairset leading to the back of the bombsite -Removed some lights from vents as there were too many -More signs for the terrorists on how to get to bombsites -Added some lights on places where it was too dark -Green crate from B bombsite has been moved and places next to the blue one -B bombsite is now smaller in terms of planting the bomb -Connector to B has been moved towards CT spawn to make harder for T's to rush it -General map has been balanced as it was a bit T sided -Bombsites are now more simple and don't have as many entrances as before -Added more clip brushes to places where you could get and you weren't supposed to Edited May 6, 2017 by ItzOmega Vaya 1 Quote
NikiOo Posted May 6, 2017 Report Posted May 6, 2017 You should change the textures of those brick walls on T side of middle to the same white walls textures that are on CT spawn next to the benches and the tree. That would improve visibility and would be a lot easier to spot enemies and would fir the theme better. Quote
ItzOmega Posted May 6, 2017 Author Report Posted May 6, 2017 1 hour ago, NikiOo said: You should change the textures of those brick walls on T side of middle to the same white walls textures that are on CT spawn next to the benches and the tree. That would improve visibility and would be a lot easier to spot enemies and would fir the theme better. Okay thank you Quote
ItzOmega Posted May 10, 2017 Author Report Posted May 10, 2017 (edited) New update! Fixed a lot of small things and places where you could get boosted out of the map. Main changes: -Mid has been changed a lot from previous version and now feels more balanced -Connector from mid to B has ben moved towards CT spawn and some objects have been added in order to prevent T's defenging bombsite B from mid. -B bombsite has had some tweaks and feels better -T spawn has been pushed back in order to make rushing towards A slower -1 window from B sniper has been removed -A tunnel has been reduced in lenght -The door next to the vent on A has been moved from the front of the vent to the side Here you can check the map: http://steamcommunity.com/sharedfiles/filedetails/?id=908405993 New map overlay: New map photos Also special mention for all the help! Edited May 10, 2017 by ItzOmega Vaya and FMPONE 2 Quote
Vaya Posted May 11, 2017 Report Posted May 11, 2017 Good progress. I'd suggest spending some time with the radar in photoshop/gimp to edit out any non-player areas. That's help define parts of the map for players. ItzOmega 1 Quote
RA7 Posted May 11, 2017 Report Posted May 11, 2017 Its needs more detail in the open places, see pic 8. Its too empty and the lightning too bland. But i guess you will come up with a solution ItzOmega 1 Quote
ItzOmega Posted May 11, 2017 Author Report Posted May 11, 2017 9 hours ago, Vaya said: Good progress. I'd suggest spending some time with the radar in photoshop/gimp to edit out any non-player areas. That's help define parts of the map for players. Yes! I will do once the layout and main structures are ok. For now as it's still a WIP I don't want to spend much time in something that may change a lot. 8 hours ago, RA7 said: Its needs more detail in the open places, see pic 8. Its too empty and the lightning too bland. But i guess you will come up with a solution Yeah for now I'm working with general buildings and structures, once the general design is good I will start detailing all the map Quote
ItzOmega Posted May 21, 2017 Author Report Posted May 21, 2017 Update soon bois! (I hope). Still WIP, trying to improve! Quote
ItzOmega Posted May 25, 2017 Author Report Posted May 25, 2017 New update! Added a lot of small changes, as well as a lot of textures. I think layout is finished, now it's time to complete texturing and add all the detail on the map. Remember it's my first map, so son't expect too much Comment on what you think, any feedback is welcome! Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=908405993 Overview: Album: Quote
NikiOo Posted May 25, 2017 Report Posted May 25, 2017 I like the changes you've made to middle and the sites and using textures that fit the theme. I have a few suggestions for you: 1. Remove this door: It's very tiny and limits movement. Imagine a 5 man rush to B through here. I'd suggest that you use this wider frame instead: Or maybe you are trying to block a sightline with it idk. 2.This hallway feels very cramped: I feel like it would be better if you removed the dust 2 crate. I don't see what the purpose of it is. 3.These stairs are too close to the ceiling and they feel weird and unrealistic: I'd suggest that you move the stairway a little further: 4.I don't remember if this corridor was longer in the last version of the map but I like it as it is now. But I feel like one of these boxes needs to go: More like the bricks. It restricts movement and the only benefit of having it is that you can play peek-a-boo with the CT behind the other crate. If you remove both boxes, it will make it easier for Ts to take control of the room and raise the skill ceiling. The CTs will have to hold from the doorway and if they miss their shot, give up the area to the Ts. 5.Also there is an invisible ledge or sth that I'm getting stuck on if I'm moving into the vents, rich next to the right wall: ItzOmega and Smileytopin 2 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.