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Posted (edited)

A defusal, 5v5, competitive map
This map is in the early stages of development.

  1. Here's an early layout of the map.

Early Layout [de_bravo]

Edited by monotyped
Development update
Posted

There's very little here to give feedback on 😉 You have not told us what your maps theme is, what it might look like etc. The radar doesn't even tell us where the spawns and bomb sites are 😂. Getting strangers to care about your creative endeavors can be genuinly difficult, but it always helps to properly present your map and put it in the right light.

On the layout side, it does look like it suffers from the typical beginner pitfalls. Don't take this image too literally, but it does illustrate the issue well:

r/unchartedmultiplayer - "The Whiteboard Test" with multiplayer shooter maps

Currently you're working with something in the second stage. Big rooms connected by small corridors. That's not how real maps work hover. Instead think of the map as a series of coherent areas. Each area is mostly closed in itself. They come in all sorts of shapes and sizes, usually with some additional cover added that complements the shape and size of the area. The areas are connected via choke points. These can be short corridors, doors, or just points in the map where the geometry narrows down a bit.
Typical areas are the bombsites, middle, connecting areas between those and setup areas outside the bombsites where the Ts can hang out and set up nades.

It's a good exercise to take a closer look at your favourite officials maps radars. Roughly outline each area and the maps chokepoints to get a better feeling of what a proper layout looks like.

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