[url]http://steamcommunity.com/sharedfiles/filedetails/?id=573153596[/url]
I've been working on my first competitive defuse map for a while now and before I get too carried away with detailing I want to get some feedback on the layout. The map is mostly developer textures but is functional, has a navmesh and radar and the layout is more or less done.
It's a very large map, the longest standard T routes to bombsites are upwards of 20 seconds and the layout (at a very basic level) resembles Mist. There are two bombsites connected by three rotation lanes with lines of sight between them.
Mostly I made this thread to get feedback on the layout, but if anyone has suggestions or tips for detailing or is interested in playtesting the map (i don't have access to my own server until mid-February), let me know.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=571334650[/url] - Previous link to the old version, in the original OP
If you want us to talk about your map, provide screenshots and an overview. I don't download stuff that doesn't have those things, and it makes talking about the level difficult and take longer than it needs to if I have to take shots myself and edit them in paint.
[QUOTE=Framperton;49281358]If you want us to talk about your map, provide screenshots and an overview. I don't download stuff that doesn't have those things, and it makes talking about the level difficult and take longer than it needs to if I have to take shots myself and edit them in paint.[/QUOTE]
Sorry about that, I've been fiddling with the map in the last couple days since I made this thread and I've put a slightly newer version on the workshop with more screenshots on the page. I'll update the OP to include this link as well.
[url]http://steamcommunity.com/sharedfiles/filedetails/?id=573153596[/url]
[QUOTE=onebit;49271643]Don't give the player too many options when navigating, keep it simple and easy to understand.
Close small loops, it's not fun to run in circles when a bomb is about to blow.[/QUOTE]
Are there particular areas you're referring to?
also the sightlines are ridiculous a good awper could dominate this map, also ditto on all the useless routes,
read about chokepoint level design.
[QUOTE=onebit;49308655][t]http://i.imgur.com/cRsRoIN.jpg[/t]
I don't mind a lot of routes, but at least signal where they lead[/QUOTE]
I don't want to come across as dismissive of criticism but I really have no idea what you're talking about. Any object in any map can be a "loop", that drop-down is one way and the stairs are the only option for Ts to push the second floor of the tower. The drop gives a defending CT one more option to play with if he wants to be aggressive rather than just falling back to the road. I can't imagine how a player being able to run in a circle there is a bad thing, you can jump off the A bridge on Dust2 and back up ramp and call that a loop but it doesn't make the map design worse...
Same goes for multiple routes, there's 5 ways out of middle on D2 and 4 ways out of main on Assault but these are considered just enough and not enough respectively. Of course signals on where the routes lead will be included once the map is themed and not in developer textures too.
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