• de_collar
    6 replies, posted
Hey! I'm regular around here (kinda) and I've been around since 2008, but I've never really stuck with a map long enough to release it. So, here's an early-ish version of my first ever completed map on Steam Workshop, de_collar: [t]http://cloud-2.steampowered.com/ugc/48728490455841847/5691D22BA82F31BB9C3CF7AAF7178F9E2843DBB7/[/t] [t]http://cloud-4.steampowered.com/ugc/48728490455840152/5DD209B1C2C6264C5E748817945C97B5078322F7/1024x658.resizedimage[/t] [t]http://cloud-4.steampowered.com/ugc/48728490455838773/7515A8A1FAA5ED26E5A30D8F010531EAD152A53F/[/t] [t]http://cloud-4.steampowered.com/ugc/48728490455953014/F159B6A4195D5B87BD474421077340A88918D9A5/[/t] Set around Queens, it's a defusal map with SWAT vs Professionals, trying to destroy the compound. The map hasn't been fully optimised yet, so beware of that - although, if interest in the map is high enough for polishing and all that to take place, it'll surely see optimisation. The minimap's broke, too. I'm workin' on it :v: Download is [url=http://steamcommunity.com/sharedfiles/filedetails/?id=284299823]here[/url] on the Steam Workshop But yeah, enjoy! or enjoy the screenshots :v: feedback is welcomed with gratitude too
I'll post here in a bit, I just got out of level, but I'll also give my feedback on how it plays. For a first map this is a very solid design and concept but as a playable CS map I don't think it would fare too well. It's too small in the sense that the CTs spawn literally next to the bombsites and the Ts get to roam outside for a few seconds before confronting the sites which, in essence, could already be well defended by the CTs. When it comes to a site and which team can get there, the CTs should be able to get to a site within say 2 seconds or so before the Ts can so that CTs can be in position to defend the site. This stops Ts and forces them to use nades and whatnot, or if the CTs are slow, the Ts can take a site without effort. Depends on the players, but each team should get to each site within a short time frame of each other. In short, the bombsites should moved out into the open, one further than the other. That, or the warehouse needs to be moved forward instead of the site being moved into the open. Speaking of the open, the CTs will never get to go out there because they spawn next to the bombsites. They don't need to go outside and won't see the outside of the level, so no interaction will happen between CT and T there. Along with that, a lot of areas are too open lacking cover for both teams to utilize in gunfights. I'm going to post a barrage of screenshots here. First I'll start with empty spaces which could use both decoration and cover, then I'll show you all the jumps I did [url]http://steamcommunity.com/sharedfiles/filedetails/?id=284318921[/url] B Site could use more cover and decoration. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=284318952[/url] This hallway is too bland, I also think it wouldn't be a bad idea to add some indents in the wall for new line of sights into the site to help counteract CT camping. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=284322277[/url] These outdoor areas really need cover to them. The buildings should also be taller if you don't want the player to see all the nodraw going on. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=284322325[/url] I got myself stuck inbetween the SWAT trucks, jumped from the white car. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=284322337[/url] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=284322309[/url] I jumped out of level right from here [url]http://steamcommunity.com/sharedfiles/filedetails/?id=284322444[/url] I jumped up here by riding the wall [url]http://steamcommunity.com/sharedfiles/filedetails/?id=284322401[/url] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=284322346[/url] This vent is too dark [url]http://steamcommunity.com/sharedfiles/filedetails/?id=284322359[/url] This vent is going to get you lit up [url]http://steamcommunity.com/sharedfiles/filedetails/?id=284322377[/url] I think this vent should be moved or replaced with a non-vent path [url]http://steamcommunity.com/sharedfiles/filedetails/?id=284322486[/url] You can jump out of map from here [url]http://steamcommunity.com/sharedfiles/filedetails/?id=284322464[/url] [url]http://steamcommunity.com/sharedfiles/filedetails/?id=284322536[/url] You can jump out of map from here too, I believe. [url]http://steamcommunity.com/sharedfiles/filedetails/?id=284319260[/url] This should all be no-draw. The player will never see it. Another thing, if you have displacements, just place a nodraw brush under them to seal the map instead of placing your skybox all the way under the map. Less visleafs created [url]http://steamcommunity.com/sharedfiles/filedetails/?id=284319273[/url] This should all be roofing or nodraw, depending if you want to allow spectators to see through walls or let them see roofs You can see the rest of the pics I took here, [url]http://steamcommunity.com/id/residntevl/screenshots/?appid=730[/url] , although I doubt without captions they'll serve you any purpose. I just took a bunch of pictures of doing jumpy things. One tip I have for you is that you should understand how a CS map plays and what makes a CS map good. I can't give you any specific pointers, but a lot of players and map makers will surely have wrote more than the little sentence tip I've just given. It's good reading material and should help you understand mapping for CS a little more in-depth. All-in-all for a first map this is an interestingly solid design, but it requires a lot more work to play like a real contender CS map that people would enjoy to play on.
I just did too :v: [editline]11th July 2014[/editline] Just saw your edit. I'll read up on it properly after I've slept, but I'm giving it a brush-through now. I'm already aware of the need for nodraw and further optimisation, however I figured I'd leave it until other people had played the map so that I could make my changes and then optimise. Thanks for taking the time to upload and give feedback, it's strongly appreciated. I'll get to changes on it once I've slept.
[QUOTE=residntevl;45354274]I'll post here in a bit, I just got out of level, but I'll also give my feedback on how it plays.[/quote] but what about vertigo?
Aah, gotta fix all these too! Thanks for the in-depth scouring guys, an update just went out focusing on Resi's feedback, gonna start working on what I can now [editline]11th July 2014[/editline] The fence is attached to the ground - the wheels are the base of the prop [editline]11th July 2014[/editline] A lot of those floaters are prop_physics. I've fixed what I could discern from your pictures, though. Thanks! [editline]11th July 2014[/editline] Update pushed out! there's new brushwork and a few filled in gaps. It feels pretty good to actually have released a map. This is crazy.
Honestly, I would keep the clipping on the tires. Makes them look low on air pressure or something.
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