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Posted

 

 

This level is set in the "old town" of Stockholm. 

Now hopefully with this competition, I'll finally have the motivation to stop lurking around here and actually complete a csgo level for once.

I'll go into more detail behind the design progress and my thoughts on this level in a separate post in "3D" with an updated radar but if you have any questions - feel free to ask anything here. I will keep this thread sort of "clean", with just substantial

http://steamcommunity.com/sharedfiles/filedetails/?id=940473120

 

 

tunaoverview.png

Posted

I went and took a run through your gray box and this is what I came up with.

 

  • Source mod does not deal with slants very well and it seems like they are an integral part of your map. A lot of brushes didn't like up correctly and the it was mentally daunting for me to look at because I have super OCD when it comes to making my own maps. I would try and square everything out for the sake of everybody unless you plan on sewing a lot of displacements.
  • The map over was very large. Taking the longest route possiblem it took me 30 seconds to get to one site and 26 seconds to get to the other. If you want to keep the map and make it viable, here are my recommendations:
    • Square it out. Don't use slants unless you cut them out of an already existing brush.
    • Remove useless passageways. There are so many that you don't need and it makes the map way too confusing. I got lost.
    • Shorten the map and the lines of site. A viable CS:GO map has 1-2 long lines of site per map and has rotation times of around 7-13 seconds. And it takes about 10-15 seconds to rush a site.

I hope that you find my criticism constructive and if you have any questions please let me know as I love giving feedback!

Posted

Hey thanks for taking the time.

Yes, I have been worrying a little about the "slants" in terms of optimization but this is largely a mock-up, so I haven't tried to make them optimized yet, particularly on the "long" route (the farthest right on the overview) which also is too open at the moment. The thing is that I want it to feel like a "real" city once it's all detailed and thus avoiding too many squared-off sections and corners. But yes, I might have taken that too far. 

The "1-2 long lines" per site, is definitely the largest problem at the moment, but I wanted to design around a proper usage of smokes and a coordinated team, maybe more so than that in most maps. 

But the main idea behind the map is that the CT's are supposed to have a very strong way of counter attacking or flanking the T's (the "apartment" section in the middle of the overview) so that if they're there, then the rotation would be quick but to balance that out, I figured that the "standard" rotation between the bomb sites needed to be slightly longer. Basically, I want the CT's to have aggressive positions to hold that are very high risk/high reward while sitting back in on the site would also be unfavorable in some situations. 

So, I'd appreciate any more thoughts on these "explanations", if you think that they hold up at all and such.

 

Posted (edited)

Yes, I don't think think that it will be very complicated once you have a radar and play it once, but why make another cache or season?

Edited by Simpajo

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