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[WIP] Bombspot Bitcoin


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16 hours ago, Freesh Milk said:

The second reference image, are you from around there? It is 2 minutes from my house! If it was in a map, I would for sure be playing. Looking really good so far.

Well, the villa is placed on Mount Maunganui, with best beach of the world. Never seen a place like that. The villa is the Palevsky House, Palm Springs.

10 hours ago, JackT said:

The very close bombsites seem like a weird idea. Would have to see how it plays.

So far it works fine, cause A is underground. Will release a playable version soon.

Edited by Vanx
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  • 3 weeks later...

So I ran around your map for some time and this is what I would focus on:

1. I Think Gameplay-wise having this kind of close combat and such small hallways doesnt go well. I would restructure most of that, to create better areas and hallways indoors. 2. I think outdoors is maybe a bit too open or needs some more cover/props, compared to inside were some props felt unnecessary or just for the purpose of having some (like the two frames, after going up the stairs from t-spawn). So i think some cover would help, because right now it feels like there are very long sightlines and not much holding spots 3. I do also believe the two bombsites being kind of close might form a problem, it feels like if you plant at one site, the ct would already be there to retake (too fast). 4. The position on top of the house might be extremly op, i would be careful implementing that 5. I think T-Spawn needs to be flattend out and needs shorter grass. 6. The map has a lot of glass and wallbangable stuff. I think the aquarium in the larger area is totally fine and quite unique which i like, but it's maybe too much glass everywhere, so that there are too many angles to be careful of.

Anyways these are some of my notesfor improvement for the map, but i can only say so much. I do still think your map has great potential and looks really fancy and visually pleasing already, but I do really recommend doing a playtest, I think it would help you focus on improvement areas for the map and give you a good feel of how the map is played, which can help it immensly. 

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9 hours ago, VicJoe46 said:

So I ran around your map for some time and this is what I would focus on:

1. I Think Gameplay-wise having this kind of close combat and such small hallways doesnt go well. I would restructure most of that, to create better areas and hallways indoors. 2. I think outdoors is maybe a bit too open or needs some more cover/props, compared to inside were some props felt unnecessary or just for the purpose of having some (like the two frames, after going up the stairs from t-spawn). So i think some cover would help, because right now it feels like there are very long sightlines and not much holding spots 3. I do also believe the two bombsites being kind of close might form a problem, it feels like if you plant at one site, the ct would already be there to retake (too fast). 4. The position on top of the house might be extremly op, i would be careful implementing that 5. I think T-Spawn needs to be flattend out and needs shorter grass. 6. The map has a lot of glass and wallbangable stuff. I think the aquarium in the larger area is totally fine and quite unique which i like, but it's maybe too much glass everywhere, so that there are too many angles to be careful of.

Anyways these are some of my notesfor improvement for the map, but i can only say so much. I do still think your map has great potential and looks really fancy and visually pleasing already, but I do really recommend doing a playtest, I think it would help you focus on improvement areas for the map and give you a good feel of how the map is played, which can help it immensly. 

Thanks a lot, many cool Ideas and stuff to think about. Will aks for a playtest at discord ?

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  • 6 months later...
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      One of the projects I worked on after I made de_austria.

      Yeah, I know the timing is really bad (CS2!), but can't change it... 🙁

      In general a lot went wrong during this project. Had a lot of problems with the layout, but I think I found a good compromise in the end. Also learned many new things. Maybe I would even be ready to create a really good map now after all, but I think that it's gonna be the final one. I really like making maps, but it has become too time consuming over the years for just being a hobby. Unfortunately I never managed to get a job in the games industry. So that's it. I hope it's a worthy ending of 20 years of making maps for me. 🙂

      Shore is a bomb defusal map for CS:GO that takes place on Lofoten Islands, Norway. (Also have a Hostage version of this that works well imo)

      Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2955084102

      I took some inspiration from this place in Norway:


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      Some pictures:
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