qubeks Posted June 3, 2020 Report Posted June 3, 2020 (edited) Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2116410504 Edited June 3, 2020 by qubeks Added few more pictures Interfearance 1 Quote
Roald Posted June 3, 2020 Report Posted June 3, 2020 The map feels a bit overly designed. Too many paths that do not have to be there, you could defenitly simplify a lot. Just make sure that all paths do have a fully own function and if not remove it or see how u can redesign it to make them more usefull. Especially talking about the T side of midle connectors. Also not a fan of the T spawn being this 'seperated' and facing to one side of the map, rather have them face to the center of the map and be more included. Dont be afraid to have some open areas in your map and make things less corridory. Show them from spawn all directions they can take. Also T spawn to the upper site path is very long and straight and all. I dont see its function except for rotating unseen through T spawn, but u could design that in a more straight forward way DutchCrazyGamer and Interfearance 2 Quote
qubeks Posted June 3, 2020 Author Report Posted June 3, 2020 (edited) 9 hours ago, Roald said: The map feels a bit overly designed. Too many paths that do not have to be there, you could defenitly simplify a lot. Just make sure that all paths do have a fully own function and if not remove it or see how u can redesign it to make them more usefull. Especially talking about the T side of midle connectors. Also not a fan of the T spawn being this 'seperated' and facing to one side of the map, rather have them face to the center of the map and be more included. Dont be afraid to have some open areas in your map and make things less corridory. Show them from spawn all directions they can take. Also T spawn to the upper site path is very long and straight and all. I dont see its function except for rotating unseen through T spawn, but u could design that in a more straight forward way I agree with what you said for the T spawn. I just wanted to make the timing a lot slower for the T's who wants to rush B from banana-like pathway, so that Ct's and T's would meet just like how it happens on inferno's banana. Which is basically why I changed it yesterday before posting it on mapcore, but I forgot update my radar. This is how it looks now. T's spawn somewhere close to the middle and the exit of the buyzone By making the B pathway long, I wanted T's to either get map control(Basicaslly mid) and then rush B or just rush B without trying anything extra. To what you said to my paths, I tried give an meaning to all, on mid for example, There are three paths that leads to either a site, b site and window to cut of rotations and flank the ct's through ladder or the way right behind the window. I haven't tested my map on a 5v5 mode, so I haven't seen how it plays yet. If you are conserded about the pathway connects from B main to other B entrance, there are doors in there. So Ct's would now if someone sneakd up or not to other B entrance by listening sound cues. Thanks for the feedback! I am going to consider adjusting the things you said. (edit: I added a extra picture right under my latest radar to clearify what I mean) Edited June 3, 2020 by qubeks Quote
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