• de_dust4 (CSGO)
    56 replies, posted
Finally, a new map made by ME! I worked a long time on this map, so opinions are super appreciated! [URL]http://steamcommunity.com/sharedfiles/filedetails/?id=257196403[/URL] [IMG]http://cloud-2.steampowered.com/ugc/576769933477115539/177B774792CC40D9C12D462AB34E49C3F0250E1C/637x358.resizedimage[/IMG] [IMG]http://cloud-2.steampowered.com/ugc/576769933477131543/2B6A44F5DA700B51A77285F01166C852AB02F803/637x358.resizedimage[/IMG] [IMG]http://cloud-3.steampowered.com/ugc/576769933477151484/554471DF6CE924AAED0C6D891CFA459C4E285707/637x358.resizedimage[/IMG] Please leave suggestions below!
First off don't use someone elses map's name to promote your own map. It's underhanded and dishonest.
Bit of a stretch to call it dust4 aw fuck ninjad maybe de_needsmoredetail
de_dust3 was already taken.. Also, have you people actually downloaded and tested the map? it works very well in terms of gameplay.
don't call it anything related to de_dust at all
go hate on de_dust3 instead .-. in all honesty, I think a map shouldn't be judged by its name or how detailed it is, but how good it plays.
Thing is, de_dust and de_dust2 were made by the same guy. It doesn't feels right to name your map "de_dustX"
I'm more worried about your optimization. and if you care about how it plays then stick in CS 1.6?
Buy me CS 1.6 and then i will. It also seems like absolutely none of you have ever actually played the map..if so, you don't have a right to an opinion.
[QUOTE==(E)=AndromK;45311635]Buy me CS 1.6 and then i will. It also seems like absolutely none of you have ever actually played the map..if so, you don't have a right to an opinion.[/QUOTE] It's that type of attitude that gets people laughed out of the Mapping section. If you post it here, we have every right to every opinion. If you don't want our opinions, don't post it here.
I'm sorry for being such a bitch about this, but i spent hours perfecting this map (gameplay wise) so that it played great against people and bots. Sadly, no one likes it.
Screeenshots dont show anything of importance, map looks fairly bland just based off them, and you already know about the name... I play maps that look nice and interesting and unfortunately I cannot see anything about the map more than the floor textures
I'll get better pics up when i have the time, but until now, please try it out?
Change the name first
I did try it out. Pros; It works (somewhat). Cons; Tacky prop placement Annoying fog that hinders game play Bomb site with one entrance Overpowered camping spots Boring visuals counter terrorists are easily over powered A demolition map should have only 1 bombsite, defuse maps have 2 You can see though certain shell crates Middle is the only way to both bomb sites and can be blocked off by the cts Sniping is over powered Planting the bomb is pointless
Alright.. I'll review the cons, to see if i can't make sure none of these are prejudice. 1. Please give advice on how to avoid prop placement errors. 2. This was an effect that was NOT intended, when I get around to fixing it, I will. 3. Any suggestions as to where the second entrance should go? 4. Typically, the most used camping spots are on the stairs next to CT spawn, which can be flanked via bombsite B. 5. Depends on the taste; however your point still stands, but i request that you give tips and suggestions before making such a statement. 6. Please show a diagram of said 'overpoweredness'. 7. I was not aware of this; however, the acronym for demolitions and defuse are the same. 8. Please provide a picture, as my tests have not shown this. 9. Bombsite B can be reached via the mounted ladder on the boxes. Argument dismissed; however i will think of an alternate route to get to bombsite A. 10. See argument #4. 11. Example? Overall, I am trying to make this map better, but you simply aren't giving any suggestions to work with. Your next comment should contain content that expresses helpful advice, whilst keeping true to its original purpose. Thank you for playtesting!
Woah, you aren't satisfied with nothing, are you?
Ok, I'll give you some help. When designing a counter-strike map (or a map for any multiplayer game for that matter), you need to have clear idea of a layout from the beginning. Don't even open up hammer until you have drawn up some layouts on paper/ms paint and changed them based on what you think would work best. Generally you'll want three ways from T spawn to bombsites or mid and at least 2 ways into each site. Think about where chokepoints are. Get some second opinions. Once you've done this, open up hammer and put down the floor plan of your map (don't worry about walls- the map's layout will change). After this, compile your map and run from T spawn (knife out) to each bombsite and chokepoint to time how long it takes to reach it. Do the same from CT spawn. Both should reach the bombsites at around 10 seconds, but CTs can arrive slightly early to prepare (1-3 seconds). Alter your map to adjust timings and then place down some walls and block out your levels. Design your bombsites by only putting cover where needed-too much makes it too hard to take/retake, too little makes it too easy. Get some friends to help playtest your map once you are happy with it being blocked out. Leave a competitive match on your map with bots to see if it is obviously T/CT sided and then adjust your level based on that feedback. Only when you have the layout perfected should you start detailing. I highly suggest you go and look here for really, really useful tutorials: [url]http://www.worldofleveldesign.com/categories/cat_csgo.php[/url]
[img]http://puu.sh/a05eC/912cc660bb.jpg[/img] OP, here's how you can improve your steam profile, too. See, I can be helpful sometimes
1. Try to give your map a theme and place your props and textures around that theme, using to many different props makes the map feel tacky. 3. I wouldn't bother trying to fix it unless you want to do a complete overhaul, the map alone is too small and cramped. You should practice making real buildings and places to get a sense of scale. the entire layout is basically a T. 4.It's still over powered especially if the bomb drops in mid. 5. Every thing is all brown and sandy making everything look the same, even de_dust has color to it and variety in buildings etc. Also Walls don't have to be walls, you could make some distinct buildings or other features. 6. The counter terrorists can camp mid very easily since they basically spawn their, This prevents the T's from even getting close to the bombsites essential spawn trapping them. 8.hold on 9.It's till in the middle of the map unprotected 11. The ct's have control over the center of the map and thus the entire map.
[URL="http://facepunch.com/showthread.php?t=1297688"]This is the third time you've posted a map and the second time you've acted this way.[/URL] You beg for feedback to the extreme. People give feedback, and you explain to them how they are wrong or XXX thing is actually not a big deal. You then beg for more feedback. I don't think you really want any criticism, I think you just want a pat on the head.
I don't think he'll listen, every once in a while some narcissist will come in here asking for help and ignore it. It's happened before and will most likely happen again. oh well at least I tried.
In all seriousness, I cannot judge gameplay potential properly from these screenshots without playing. Downloading, installing and playing through your map is something that does not appeal me based on the screenshots and the posts in this topic. I'd advise you to at least put up an overview of the map so people are able to make an analysis gameplay wise, and leave the rest of the screenshots for extra information on the layout or feedback on visuals. If you only post screenshots that show some random sections of the map, you're bound to get feedback purely on what people see. If it doesn't look visually awesome, people wont bother playtesting unless you ask them, [I]nicely[/I].
Perhaps de_tribute or something like that, so that you can still use the Dust style while paying some kind of tribute to the original author of the dust style. I'd recommend getting a leveloverview screenshot so that people can see the layout too, because it looks like it might be interesting, but only an overview of the level would properly showcase the layout. People may also be more likely to download your map if they can see the layout too - at the moment, there are still a wealth of details yet to be added to your map, so if you want people to download it, I'd focus on showcasing the layout to attract people looking for a good layout. [editline]7th July 2014[/editline] I'd also try to take C&C less personally - despite the connotations that may appear to come with some feedback, usually it's always helpful. It'd be pretty difficult for somebody to give false feedback just because you suspect they might have it in for you :v:
Apologies for the hard-assed-ness, and I am open to all critisism. I'll take it that this map was a terrible failure despite getting praise on the workshop? My next map (i hope) will BLOW your minds. I won't release it anytime soon-- but this time I will have a clear mind and I will be open to all feedback and suggestions. OT: Someone made a video of my map: [video=youtube;vfzOojG1MZg]http://www.youtube.com/watch?v=vfzOojG1MZg[/video]
[QUOTE==(E)=AndromK;45316485]Apologies for the hard-assed-ness, and I am open to all critisism. I'll take it that this map was a terrible failure despite getting praise on the workshop?[/QUOTE] Getting praise on Workshop is like paying 99¢ for something at a dollar store.
yeah, i guessed it wouldn't account for anything. I'm sorry for making a half-assed, half-baked map that I thought was good enough to recieve a bit of praise on the forum of big-leagues. (also might seem like I'm phishing for praise but I'm not so yeah)
At 30 seconds he runs into some kind of dead end. Is that meant to happen? I would annoy me if I encountered such a thing while playing. The time wasted following unintuitive deadends could literally mean you die or lose the round. Lose the fog It looks better in the video than on the pictures, work on more flattering pictures and give people an overview of the whole map. Add more details to walls: columns/supports from the side to add cover to the flat walls. Windows and stuff Detail on the roofs, so they look like buildings and not just blocks. Play the game a little and work out where you need cover, there are a number of places in your video where there is no cover apart from either end of the path, making it a campers paradise. Also don't worry about getting criticism here. People are hard here but if you are polite and listen to all of their criticism (even if you think its bullshit) you will improve massively.
I've found that people here tell it like it is and don't go "nice map" without some criticism. Do consider listening to them. An artist's work is worthless if nobody buys it.
Alright! Next time I update the map, i'll try focusing on what you people have taught me. Thank you so much, guys!
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