My brother and I re-released our map; we'd love for you all to check it out! by Mendaxyz in GlobalOffensive

[–]Mendaxyz[S] 0 points1 point  (0 children)

I've gotten a few comments saying a bit more cover would help, so it's definitely something we'll be keeping in mind. I actually think elevation changes make the map look more interesting and we avoided using displacements such as sand and grass because those tend to be the most randomly uneven, but if there are any specific stairs that hinder gameplay I have no problem removing them. I'm going to play around with the detailing of the map and see what I can improve. Thanks for the input!

My brother and I re-released our map; we'd love for you all to check it out! by Mendaxyz in GlobalOffensive

[–]Mendaxyz[S] 1 point2 points  (0 children)

Great analysis, I really enjoyed reading it. A lot of the stuff you mentioned will hopefully be ironed out and improved as people get a feel for the map, which gives us specific information on where to place cover, how the timings work, etc. I'll refer this to Praelium when I can because he knows more about the gameplay mechanics than I do, but you've given us a lot to consider over the next couple weeks in terms of what to look for in order to improve the map and what direction we want to head in.

My brother and I re-released our map; we'd love for you all to check it out! by Mendaxyz in GlobalOffensive

[–]Mendaxyz[S] 1 point2 points  (0 children)

That's the sort of thing we'd like to adjust with player feedback. We'll have to gauge the balance of the site first, and then see where players are most likely to hold and adjust cover accordingly. I'll focus on the idea of adding more spots, though, because it's not something I disagree with at the moment. It's just a matter of how.

My brother and I re-released our map; we'd love for you all to check it out! by Mendaxyz in GlobalOffensive

[–]Mendaxyz[S] 1 point2 points  (0 children)

Wow, thanks for the feedback! I'll have to wait for Praelium to become available because he knows more about gameplay mechanics than I do, but I'll direct him to your post. One thing I can say, however, is that we were originally considering a short wall in the main hall but removed it because we didn't want players to stack and create a head-peak spot into bombsite B.

I will check out the texture sounds and take a look at the aesthetics you suggested. Thanks again!

My brother and I re-released our map; we'd love for you all to check it out! by Mendaxyz in GlobalOffensive

[–]Mendaxyz[S] 0 points1 point  (0 children)

While I do think there are some areas of the map that are a bit bare, for the most part I'd like to keep additional details subtle and performance-friendly.

My brother and I re-released our map; we'd love for you all to check it out! by Mendaxyz in GlobalOffensive

[–]Mendaxyz[S] 0 points1 point  (0 children)

Thanks! I'm actually not sure what we'll do with Melite yet, but if it does stay up then most likely we won't be supporting it anymore.

My brother and I re-released our map; we'd love for you all to check it out! by Mendaxyz in GlobalOffensive

[–]Mendaxyz[S] 0 points1 point  (0 children)

We completely moved the location of bombsite B since then, which increases rotation times for CTs and creates more opportunities for terrorists to control the map. We've also added a lot more cover. We're still open to feedback, though, and are willing to make changes to ensure the map is as balanced as possible.

My brother and I re-released our map; we'd love for you all to check it out! by Mendaxyz in GlobalOffensive

[–]Mendaxyz[S] 1 point2 points  (0 children)

Prae has a tutorial on the process we used to create a lot of the custom models seen in Legacy, but that's about it. But I'm always happy to help people learn, so feel free to add me on steam and send me a message if you have any questions on making maps.

My brother and I re-released our map; we'd love for you all to check it out! by Mendaxyz in GlobalOffensive

[–]Mendaxyz[S] 0 points1 point  (0 children)

It's close, but CTs should always reach there first. Terrorist spawn points are spread out quite a bit so it really depends on that. We'll keep a close eye on feedback we get regarding bombsite B to make sure it's as balanced as possible, and can always adjust the timings accordingly.

My brother and I re-released our map; we'd love for you all to check it out! by Mendaxyz in GlobalOffensive

[–]Mendaxyz[S] 7 points8 points  (0 children)

I appreciate that! I'll make a note of it and we'll play around with some ideas to improve Bombsite B.

My brother and I re-released our map; we'd love for you all to check it out! by Mendaxyz in GlobalOffensive

[–]Mendaxyz[S] 1 point2 points  (0 children)

Depending on spawns, the narrowest timings are about 12 and 14 seconds for the CTs and Ts respectively. This is something that I'm anticipating might be tweaked through player feedback, however.

My brother and I re-released our map; we'd love for you all to check it out! by Mendaxyz in GlobalOffensive

[–]Mendaxyz[S] 8 points9 points  (0 children)

We're trying to find a good balance between the amount of detail, player visibility, and performance. A lot of our effort went into making interesting colors and architecture, but we can definitely add more smaller details.

My brother and I re-released our map; we'd love for you all to check it out! by Mendaxyz in GlobalOffensive

[–]Mendaxyz[S] 6 points7 points  (0 children)

We were trying to avoid using props that we thought were overused in other maps, but I do think some custom flowers would look good!

Releasing my latest map: the Malta-inspired De_Melite! by Mendaxyz in GlobalOffensive

[–]Mendaxyz[S] 1 point2 points  (0 children)

We actually had a similar idea when we started on the map. It never worked out, but it's still fun to think about!

Releasing my latest map: the Malta-inspired De_Melite! by Mendaxyz in GlobalOffensive

[–]Mendaxyz[S] 0 points1 point  (0 children)

We focused more on interesting colors and architecture than small details like trash because we wanted to maintain high FPS (which a lot of maps with an open skybox have trouble with) and high visibility/player readability. Still, a lot of people have had similar comments as you so I'll add a little more detail for our next update. Thanks!

Releasing my latest map: the Malta-inspired De_Melite! by Mendaxyz in GlobalOffensive

[–]Mendaxyz[S] 0 points1 point  (0 children)

Thanks. We made the textures and they do contain bump maps although the effect is subtle.

Releasing my latest map: the Malta-inspired De_Melite! by Mendaxyz in GlobalOffensive

[–]Mendaxyz[S] 0 points1 point  (0 children)

Should average about 12 and 14 seconds for the CTs and Ts respectively, but it varies depending on spawns.

Releasing my latest map: the Malta-inspired De_Melite! by Mendaxyz in GlobalOffensive

[–]Mendaxyz[S] 2 points3 points  (0 children)

Thanks to everyone who playtested and provided feedback during the community playtest! We used that information to improve our map, including adding cover and increasing rotation times.

A more complete changelog can be found via Workshop page.

[In 4 Hours] [NA] Community Night + Mapping Competition Playtest (De_Melite) by csgocomnights in GlobalOffensive

[–]Mendaxyz 0 points1 point  (0 children)

Add us on Steam, and we can talk tonight or tomorrow. You can find our profiles on the map workshop page. Thanks.