Hello all,
I have just finished a map and though i would post it here as well.
This map is for cs:go and is intended for the 1v1 arena mode, specifically with this plugin: [url]https://github.com/splewis/csgo-multi-1v1[/url]
A link to the map is here: [url]http://csgo.gamebanana.com/maps/184288[/url]
I hope you like it, and i appreciate any feedback!
[IMG]http://i.imgur.com/HIaEpkH.jpg[/IMG]
[IMG]http://i.imgur.com/r32tVEX.jpg[/IMG]
Is this really what people play when they play 1v1 modes? This map seems very novice in design and a bit larger than it needs to be.
Your map has lighting errors. Your map has textures/props clipping that's noticeable.
The scale of your map is large and not very believable. The inside of that house is too open with no cover.
You're using HL2 textures for your map. You should try the CS:GO ones and if none suit your taste, use some from other source games or get some free textures for your use.
As a 1v1 map, I'd expect more cover and proper playable area. The map is essentially a square arena with a square as cover and you can go inside the square to shoot from inside the square. It's not very good design.
I've uploaded a handful of images explaining what you should improve on with the map.
[url]http://imgur.com/a/PwQVj[/url]
One more thing - I suggest you upload this to the steam workshop as well, if you'd like. Any people who download the map there will automatically receive any updates you push through the workshop.
[QUOTE=residntevl;46916735]Is this really what people play when they play 1v1 modes? This map seems very novice in design and a bit larger than it needs to be.
Your map has lighting errors. Your map has textures/props clipping that's noticeable.
The scale of your map is large and not very believable. The inside of that house is too open with no cover.
You're using HL2 textures for your map. You should try the CS:GO ones and if none suit your taste, use some from other source games or get some free textures for your use.
As a 1v1 map, I'd expect more cover and proper playable area. The map is essentially a square arena with a square as cover and you can go inside the square to shoot from inside the square. It's not very good design.
I've uploaded a handful of images explaining what you should improve on with the map.
[url]http://imgur.com/a/PwQVj[/url]
One more thing - I suggest you upload this to the steam workshop as well, if you'd like. Any people who download the map there will automatically receive any updates you push through the workshop.[/QUOTE]
Thanks for the feedback, i was aware of the lighting issues and tried to solve them, but they kept re appearing and disappearing randomly on each new compile, most arenas don't even have the error which baffles me.
I didn't really plan the inside of the cabin to be the area of action, since it is too small. My idea was that the people could use the windows and try to get headshots through the cabin, out to the other side. Alternatively they could use the alleyways.
Most 1v1 maps are this size to be honest and are square as well, i was going for a simplistic design since this project was made over the course of a long weekend, around 4 days.
Next project i'll try to use more cs:go textures, as for this map i think it serves its purpose well as a 1v1 map.
[editline]13th January 2015[/editline]
[QUOTE=residntevl;46916735]Is this really what people play when they play 1v1 modes? This map seems very novice in design and a bit larger than it needs to be.
Your map has lighting errors. Your map has textures/props clipping that's noticeable.
The scale of your map is large and not very believable. The inside of that house is too open with no cover.
You're using HL2 textures for your map. You should try the CS:GO ones and if none suit your taste, use some from other source games or get some free textures for your use.
As a 1v1 map, I'd expect more cover and proper playable area. The map is essentially a square arena with a square as cover and you can go inside the square to shoot from inside the square. It's not very good design.
I've uploaded a handful of images explaining what you should improve on with the map.
[url]http://imgur.com/a/PwQVj[/url]
One more thing - I suggest you upload this to the steam workshop as well, if you'd like. Any people who download the map there will automatically receive any updates you push through the workshop.[/QUOTE]
also, it is on the steam workshop, link is on the gamebanana page
[QUOTE=residntevl;46916735]Is this really what people play when they play 1v1 modes? This map seems very novice in design and a bit larger than it needs to be.
One more thing - I suggest you upload this to the steam workshop as well, if you'd like. Any people who download the map there will automatically receive any updates you push through the workshop.[/QUOTE]
Yeah, arena maps are usually very small, simplistic symmetrical maps designed to improve your aim and learn how to work offensive and defensive angles.
That said, they also allow options for players to move up and get closer to other as well. You map currently doesn't really facilitate that. You have two long angles along the side of the house, and the interior of the house itself seems to better suited for [i]shooting[/i] through the space rather than [I]moving[/I] through it.
You need more substantial cover on the inside of your cabin. Nothing too crazy, just something to separate the sight-line from the two windows and the door.
Right now here is how the inside of the cabin works: You open the door, the enemy hears the door open and immediately checks the inside of the cabin. Now, either you faked the door to get them to peek which is what 9/10 people will do, or you're rushing the opposite door which you also need to open, in which case you're pretty much dead.
The cabin is such an obvious place to check for enemies, and the map is already so small that even if the enemy ignored the door opening, and you walked through the cabin you would inevitably get caught out before you made it to the opposite door.
I would also consider adding a boost to get on top of the roof as well as at least one side entrance that you can convert into a close range lane so that you aren't locked into a route once you take it.
Something like this could work: [img]http://i.imgur.com/oaVcVcU.png[/img]
Has it's issues, but it makes movement along the outside of the cabin plausible, and risky. Going through the cabin itself is going for CQB, while offering a means to possibly fake to the side yard. Additionally, your enemy has to predict which side of the cabin you end up on, and since the center wall blocks their LoS, the stationary player will be forced to give up their defensive advantage to re-position.
[QUOTE=Framperton;46918987]Yeah, arena maps are usually very small, simplistic symmetrical maps designed to improve your aim and learn how to work offensive and defensive angles.
That said, they also allow options for players to move up and get closer to other as well. You map currently doesn't really facilitate that. You have two long angles along the side of the house, and the interior of the house itself seems to better suited for [i]shooting[/i] through the space rather than [I]moving[/I] through it.
You need more substantial cover on the inside of your cabin. Nothing too crazy, just something to separate the sight-line from the two windows and the door.
Right now here is how the inside of the cabin works: You open the door, the enemy hears the door open and immediately checks the inside of the cabin. Now, either you faked the door to get them to peek which is what 9/10 people will do, or you're rushing the opposite door which you also need to open, in which case you're pretty much dead.
The cabin is such an obvious place to check for enemies, and the map is already so small that even if the enemy ignored the door opening, and you walked through the cabin you would inevitably get caught out before you made it to the opposite door.
I would also consider adding a boost to get on top of the roof as well as at least one side entrance that you can convert into a close range lane so that you aren't locked into a route once you take it.
Something like this could work: [img]http://i.imgur.com/oaVcVcU.png[/img]
Has it's issues, but it makes movement along the outside of the cabin plausible, and risky. Going through the cabin itself is going for CQB, while offering a means to possibly fake to the side yard. Additionally, your enemy has to predict which side of the cabin you end up on, and since the center wall blocks their LoS, the stationary player will be forced to give up their defensive advantage to re-position.[/QUOTE]
Its funny that you mention the boost on the roof, because originally while testing, players could jump onto the roof from the boxes, but i thought that would take away from the gunplay on the ground floor, maybe i should reconsider and add it back..
I likme your idea of cover on the inside of the cabin, i will use it in my next version of the map
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