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This is not how you should make a map. a Map, with corridors is not fun. You need to make the walls, not the paths. And it looks VERY claustrophobic. It's not going to be fun. You should start over.

(And replacing all lights with red, is not a good idea. It just hurts, for your eyes.)

Edited by Ynel
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So it seems the only person in the last 3 that gives proper feedback is JackT.

I can easily twist everything around because it's a greybox. "Just start over" would only work if I detailed and shipped the map as it is. So I'm going to do what JackT said and add rooms, with less corridors.

As for that funny joke, the corridors have plenty of cover and some isn''t visible on the minimap because you need to jump over a crate or whatever.

Please give actual constructive criticism, not just a "start over" please and thank you.

 

Edited by DeadKnife
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I have already begun reforming the map to add more rooms (see top left of radar) and changed the lighting to be a bit more white.

But these improvements will be postponed for a week as I'm going on a road trip. If you have any feedback that isn't about the corridors that I'm remaking, leave it here.

ContestMapRadar8.jpg

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Considering the feedback, to keep the name/theme you could have the game play around a submarine. Maybe this is a secret base, possibly underwater or partly underwater where the government is building a submarine. You could have the bombsites built around the idea they are different labs/workshops, so for eg one site they are assembling the (nuclear) engine, the other the front but where they have the launch system (so the whole base could be blown up because you are destroying the torpedos).

This would help you in creating a layout that feels grounded, as to assemble these parts the workshops need to be pretty much lined up with a logic that would make easy to assemble the front-main hull-tail. Could be a sequential assemble, so workshops are lined up, or maybe stacked, with the idea that certain parts would be lifted/lowered into another workshop.

Or change theme completely and build something like this underwater restaurant.

https://www.independent.co.uk/travel/news-and-advice/under-underwater-restaurant-norway-under-first-europe-opens-a8833366.html

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I don't think just by addig rooms, it would make it much better. If you really don't want to start it again, please, somehow, you need to transfor those corridors into rooms, or make them wider. The red lightning is just a bad idea, and I don't think you should do it. And I don't think there are red lightning in 'real submarines'. Here's "some" ideas: image.png.828404e2bdd13d22decd7e6b16602aac.png

Edited by Ynel
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I have listened to all of your feedback, and have started improvements. I added many of @Ynel's suggestions on the layout, and changed the light to light blue + white. But, for the record, submarines do have red lights to preserve night vision. More improvements coming soon.

Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1783407163

ContestMapRadar9.jpg

20190712210046_1.jpg

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Definatly looks better, but please, use a yellowISH lighning, that would make it less claustrophobic.And one small thing: image.png.845d14d84321e2409a5fb5b66058086a.png

Way too many props there. Just remove some, not all, but some.

Oh, and here:

 image.png.78a5cd80160cf095ad88820c9b0e986a.png

This looks like a big stair for me. Please try to make it a normal room, with stairs in the doorways.

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Just a little update. Made the entrance to control room an actual room, added and removed some props, and, for now, still kept the lights blue. I also removed an entrance to A Site. I scheduled a playtest to see the feedback on the map and the lights. After it's over I'll get to improving the map more.

Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1783407163

ContestMapRadar10.jpg

Edited by DeadKnife
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What I'd recommend for cover is only placing it in locations where the action really happens. And even then, it should be used sparingly. As stereotypical as it might be for me to say this, look at in-game maps and see how they use cover. Heck, you can even try and mold a part of a level around a large object of cover.

As for the lighting, I think the color is a bit strong. maybe try toning it down a bit. Blue is nice, but I think a darker shade would suit the environment better.

I do hope this turns out nice, I'd love to try it once it's complete! :D

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OK, I get it. But I don't know what to remove and what to keep. The only way this map has been tested is with bots. Which doesn't give me much info about anything cover related. There will be a playtest on Friday, and I'll see where to remove cover.

 

Or do you reckon I should just bite the bullet and cut some cover for the playtest?

Edited by DeadKnife
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  • DeadKnife changed the title to Submerged
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    • [CS:GO] Shore
      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:


      Layout:


      Some pictures:
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