mEkbOk Posted April 15, 2019 Report Posted April 15, 2019 (edited) This is the first map that I have made and I am working on it alone It is currently a WIP that is entirely made out of dev textures The layout is pretty much finalized and I am just looking for feedback before I go into the visual details The theme I am going with is the ruins of a temple deep in a bright jungle Any feedback on the map would be appreciated Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1697748607 Overlay (sorry it's bad had to grab a quick image of it before I left) (not up to date) Mid CT T and path to B A A upper Mid to A and A lower B B again B long T Path to B T entrance to midde and path to A A split Edited May 19, 2019 by mEkbOk Changed A site images for new ones and added a little to description TECHNICKER 1 Quote
RA7 Posted April 15, 2019 Report Posted April 15, 2019 (edited) Not many screenshots........ What is the theme? What is the background story? Edited April 15, 2019 by RA7 Quote
blackdog Posted April 15, 2019 Report Posted April 15, 2019 It’s hard to give feedback when the overview doesn’t mark the bombsites and spawns. We can guess, they seem recognisable, but better be clear. Also an on the ground view to get a sense of elevation in the map is important… at least on bombsites Quote
mEkbOk Posted April 16, 2019 Author Report Posted April 16, 2019 (edited) @blackdog I added the spawns and sites but can't get on to my computer right now to get more images I will try to get them on there as soon as I can. There is an image of mid on the workshop page but that's all. Edited April 16, 2019 by mEkbOk Quote
Interfearance Posted April 16, 2019 Report Posted April 16, 2019 I think you should implement t spawn into the map more, because right now it is just a boring long corridor. Also I think the layout needs to be slightly more interesting because it is just a carbon copy of Dust 2 or any other 3 lane, 3 chokepoint map right now. Quote
mEkbOk Posted April 17, 2019 Author Report Posted April 17, 2019 @RA7 I added lots of images but don't know what my theme is going to be yet. @blackdog there are some images to show the elevation of the map now. @Interfearance the map is 4 lane but one of the lanes to A is under the other and I would like an explanation on how to implement t better as I currently have it further back for timing purposes Quote
Interfearance Posted April 18, 2019 Report Posted April 18, 2019 @mEkbOk Ok I meant incorporate into the map so it isn't just dead space or a huge save spot. This is hard on a map like nuke, but especially easy on a 4 square map where you can distance all the paths with no drawbacks. To draw it is really hard without changing the map so I will use crude paint sketches of the pathing: Quote
mEkbOk Posted April 22, 2019 Author Report Posted April 22, 2019 @Interfearance I moved the T entrance to B back to reduce the amount of dead space that was by t spawn and to stop the angle that could see B site and mid entrance hope you like it Interfearance and That50'sGuy 1 1 Quote
Interfearance Posted April 23, 2019 Report Posted April 23, 2019 @mEkbOk TY. Although remember take feedback with a grain of salt. If u dont like it then revert back, its just my opinion Quote
mEkbOk Posted April 23, 2019 Author Report Posted April 23, 2019 I just updated the map to fix the floor brushes that were slightly misaligned to fix being able to see through them and also removed the ladder on A site to make the lower CT path more used Quote
ElectroSheep Posted April 23, 2019 Report Posted April 23, 2019 What's the problem withe the T corridor n? It's like this on Nuke and I guess you can adjust the timing of terros by easily changing the lengh of this corridor. Quote
mEkbOk Posted April 23, 2019 Author Report Posted April 23, 2019 @ElectroSheep the reason my terrorists are further back is to let the CTs get to sites first but nuke has both teams back, which they should just move both forward and it won't effect timings. Also moving the split back reduces the amount of area in the map that only gets used at the start of the round and slows down CTs that push through sites. Quote
mEkbOk Posted April 25, 2019 Author Report Posted April 25, 2019 I want feedback on the theme and story idea I have for the map. The theme idea for the map is similar to Aztec's ruins but with a different style and with a brighter more jungly (Maybe tropical) look to it. I also want to make the death pit in the middle a pool of piranhas. The story is that a big company has showed up to the ruins and has begun to steal the artifacts within, saying they are bringing it to a museum when they are really selling it on the black market for money. A local village gets word of it, and a small group of forms to go and stop them from taking the artifacts. Soon after they begin to hold back the company, they are labeled as terrorists and the [Insert CTU here] comes to help out the company. If only they knew what the company was really doing. Gawshaark 1 Quote
Interfearance Posted April 25, 2019 Report Posted April 25, 2019 I think it would make sense for the CT's to help the villagers, because the villagers will have T models otherwise, confusing people who read the story. Unless of course you are making a villager militia model set. This sounds cool but is really hard, especially since model dimensions can change the gameplay. If you changed this slight detail I think the story would still be good: "Counter-Terrorist forces must engage the clandestine group responsible for the vanishing of sacred artifacts from the heart of the jungle." Also, why would villagers be using bombs to destroy their own artifacts? Quote
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