ynel Posted July 3, 2019 Report Posted July 3, 2019 (edited) 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 July 3, 2019 by Ynel
DeadKnife Posted July 3, 2019 Author Report Posted July 3, 2019 (edited) 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 July 3, 2019 by DeadKnife
DeadKnife Posted July 4, 2019 Author Report Posted July 4, 2019 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.
Radu Posted July 4, 2019 Report Posted July 4, 2019 Ok, I'm gonna give you my two cents. If you want to take my advice, fine, if not, also fine. But please consider that multiple people have pointed out several issues and some have even made fun of some design decisions. I know that's not constructive at all, but it's a sign that something is not quite right. Starting with the theme, I think the biggest issue is that this doesn't look like a submarine at all. We know how a submarine looks. We've seen the interiors a bunch of times in films and other games. This does not look like a submarine interior. If you're using the submarine from The New Colossus as a reference... don't. Counter-Strike is based around the present generally. It's alright to have some sci-fi elements here and there, but I think this is too much of a far stretch. If you want to keep the theme of having something underwater, just say it's an underwater base. At least that is more plausible. As for the layout, I would also recommend to start over. I know you can't see why, but it's just littered with bad design decisions and no consideration for the way the game plays. I urge you to read this: Good luck! cruptor, Rump3L, Freaky_Banana and 9 others 12
blackdog Posted July 4, 2019 Report Posted July 4, 2019 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
ynel Posted July 5, 2019 Report Posted July 5, 2019 (edited) 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: Edited July 5, 2019 by Ynel DutchCrazyGamer, CommonCrayon, Interfearance and 3 others 4 2
DeadKnife Posted July 13, 2019 Author Report Posted July 13, 2019 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 That50'sGuy, DutchCrazyGamer and Freaky_Banana 2 1
ynel Posted July 13, 2019 Report Posted July 13, 2019 Definatly looks better, but please, use a yellowISH lighning, that would make it less claustrophobic.And one small thing: Way too many props there. Just remove some, not all, but some. Oh, and here: This looks like a big stair for me. Please try to make it a normal room, with stairs in the doorways.
DeadKnife Posted July 13, 2019 Author Report Posted July 13, 2019 (edited) 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 Edited July 13, 2019 by DeadKnife That50'sGuy and ynel 2
DeadKnife Posted July 14, 2019 Author Report Posted July 14, 2019 I made sure to add more rather than less so the map doesn't feel empty for the playtest. I'll see how it works out and change accordingly.
JackT Posted July 15, 2019 Report Posted July 15, 2019 Making a map that's got that much cover, especially when I ran around it, lots of the cover is just not needed and adds a lot of clutter to the map of which isn't needed. Freaky_Banana, ynel and That50'sGuy 3
That50'sGuy Posted July 15, 2019 Report Posted July 15, 2019 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!
DeadKnife Posted July 16, 2019 Author Report Posted July 16, 2019 (edited) 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 July 16, 2019 by DeadKnife
Interfearance Posted July 16, 2019 Report Posted July 16, 2019 It might get in the way of game play preventing you from getting more useful feedback. Also you know you can make your own cover with brushes instead of letting valve's props shape your level's game play. SethTooQuick 1
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