mcslothalot Posted July 8, 2019 Report Posted July 8, 2019 Hey, I have started working on a map a while ago to get some experience with the editor and to learn more about creating multiplayer maps. I thought this contest might be a good motivation to get back at the map and start working on it again. I really like the look and feel of Aztec and that is the direction I am going for. So the map takes place in some old temple ruins in a jungle. Here is a link to the Steam workshop:https://steamcommunity.com/sharedfiles/filedetails/?id=1465335268&searchtext=de_forgotten Feedback and help is appreciated Screenshots: Spoiler
Interfearance Posted July 9, 2019 Report Posted July 9, 2019 Here are things that I think will not play well: The ladder that brings T's onto the platform on A site makes it so that CT's can headshot T's climbing it very easily while they are defenseless. Maybe move the ladder around the corner and extend the platform with it? The CT's take ~17 seconds to rotate through their spawn from site to site. I think this is a little bit too long, especially for such an exposed rotate. Cache has a similar risk level CT spawn rotate that only takes ~10 seconds or 12 if you want to go to tree room. I would suggest that you shorten the highlighted routes to fix this: The red lines in the picture above are just 2 super long sight lines that I found that may cause awps to dominate the chokepoints. Everything seems a little too blocky. Try cutting some corners off the brushes to soften things I have a lot more feedback but it would take up a page. If you really want we can start a match and I'll fly around and show you what I mean. mcslothalot and Karthoum 2
mcslothalot Posted July 9, 2019 Author Report Posted July 9, 2019 Thanks for your feedback! Quote The ladder that brings T's onto the platform on A site makes it so that CT's can headshot T's climbing it very easily while they are defenseless. Maybe move the ladder around the corner and extend the platform with it? This was done on purpose. Kinda like a high risk/high reward position. But I totally get your point and I am also not 100% happy with it. Quote The CT's take ~17 seconds to rotate through their spawn from site to site. I think this is a little bit too long, especially for such an exposed rotate. Cache has a similar risk level CT spawn rotate that only takes ~10 seconds or 12 if you want to go to tree room. I would suggest that you shorten the highlighted routes to fix this: Sounds reasonable. I am going to look into it. Quote The red lines in the picture above are just 2 super long sight lines that I found that may cause awps to dominate the chokepoints. I have not yet really paid much attention to those kind of things. Only occasionally. Thanks for pointing out. That is something I am going to keep in mind for sure. Quote Everything seems a little too blocky. Try cutting some corners off the brushes to soften things Yea well thats because its still just a blockout . I wanted to get the layout right first and then pay more attention to make it look better. Quote I have a lot more feedback but it would take up a page. If you really want we can start a match and I'll fly around and show you what I mean. Whoa, you would really take your time and do that? I mean, I didnt even expect that much feedback you already gave me, but that would be really awesome.
Interfearance Posted July 9, 2019 Report Posted July 9, 2019 (edited) Its no problem for me, I like seeing maps improve. The layout is the skeleton, might as well make sure its good right? I did a quick blockout of the kind of angles I'm talking about: Just use a few reference photos, they will go a long way Edited July 9, 2019 by Interfearance Karthoum 1
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