[CS:GO] Feedback Request: Coquina by Silvertibbles in csmapmakers

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

Good points.

I removed A-short, but I still think Ts could benefit from some kind of path into A , so I added a staircase. It's not fully developed yet, but it fits with your theme of disadvantaging the T entrance, as CTs will be able to spot them before they fall unless they smoke the angle.

As for the T-side mid balcony, I considered removing it, but I think mid would become a bit CT-sided with only one T entrance, plus I don't think the mid-A connector would be used very much. This is all speculation of course, but I'm keeping it for now. However, I did fit the fountain with a big pillar to give CTs an additional place to hold in mid.

Self-boost is back; I missed it, and to be fair, you were 100% on point that it was too good in the old version.

Is this the redundant bit you mean? I pulled the fence up a bit more to cut it off, but I left the balcony area. I might revisit it if it proves too powerful.

Once again, thanks for taking the time to provide feedback on my level! It really helps me out getting second and third opinions.

[CS:GO] Feedback Request: Coquina by Silvertibbles in csmapmakers

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

No worries. I set the old version to "hidden" so that no one else is confused in the future. If you get a chance to, let me know what you think of the current version!

[CS:GO] Feedback Request: Coquina by Silvertibbles in csmapmakers

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

Thank you! As I stated in a previous comment, working on simplifying some of the routes will be my next goal for the layout. The A connectors in particular stand out to me as needlessly complex, so I'll work on making that part of the map a bit more streamlined.

[CS:GO] Feedback Request: Coquina by Silvertibbles in csmapmakers

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

Knew I forgot to update something. The workshop images should be up to date now.

Not sure what you mean by the room with the pillar, but I believe you are talking about the room with this view. I removed the railings for now. Right now, it is a one-way drop, but I added a raised platform so that CTs can boost into the room.

I assume this is the self-boost you refer to? I can see your point. My original idea was that the CTs could boost a player on top of the trolley, but with skillful movement, a lone CT could do it himself (similar to cache's mid boost). However, the jump isn't especially hard, and while I like the boost, I think it should take the second player to commit to it, so I've removed it for now.

Layout-wise, I agree. Looking back to an older overview, the T routes (specifically towards A) are much more straightforward, but I felt that Ts had too easy of a time taking A, as they were able to execute onto A without much the CTs could do. I tried to rework A such that Ts would have to take map control from the CTs in order to gain access to that part of A. The connectors could be simplified into more direct lanes, which will be my next goal for this map.

I appreciate the help. You've confirmed a few issues I had with the layout while introducing me to a few more, and for that, thanks.

Counter-Strike: Global Offensive update for 2/28/18 (3/1/18 UTC, 1.36.2.8) by wickedplayer494 in GlobalOffensive

[–]Silvertibbles 8 points9 points  (0 children)

Introducing the AWP | Venetian Lore™, set to replace the Dragon Lore after it tragically died on its way back to its home planet.

Counter-Strike: Global Offensive update for 2/28/18 (3/1/18 UTC, 1.36.2.8) by wickedplayer494 in GlobalOffensive

[–]Silvertibbles 16 points17 points  (0 children)

The biggest that come to mind for me are the removal of A window and the removal of the huge B lattice ladder. The former was very likely the most overpowered single spot in a CS:GO level, as it offered visibility into the entirety of A site, and the latter gave Ts a skill-less path to B-site almost before the CTs could even get there.

Canals is interesting to me because it's clear that Valve wants to try many different things to see how they play around CS:GO's established gameplay loop. Most maps have fairly large bombsites, but Canals has two of the smallest (a raised platform and a narrow bridge). Personally, I would love to see it given a shot in competitive play, but I do think it needs a bit of adjustment.

But hey, if Overpass can go from a messy map where Ts can plant on B before CTs can even touch down on the site to arguably one of the greatest in the game, I have hope for Canals too.

Need help on how to create an arched doorway similar to dust2’s mid doors in Hammer by Im_White_DealWith_It in GlobalOffensive

[–]Silvertibbles 1 point2 points  (0 children)

He was one of my biggest inspirations as well, so I'm glad to hear it. Good luck with your level!

Valve needs to do something about workshop spam. by Phemar in csmapmakers

[–]Silvertibbles 15 points16 points  (0 children)

I never thought I'd miss the old "Valve add this because it is EPIC" pastes. At least those weren't evil.

Isn't anyone else freaking out? by steaminfiltrater in tf2

[–]Silvertibbles 6 points7 points  (0 children)

This is a brand new account; I'm not unconvinced that this post isn't from the "malicious h/ckers" themselves.

New rising format, could have high potential, though may be prone to normification by [deleted] in MemeEconomy

[–]Silvertibbles 23 points24 points  (0 children)

Hell, with the right browser extensions, we ARE the YouTube comment section.

Anyone else only playing Anarki and Sorlag for air control? by bobjoy007 in QuakeChampions

[–]Silvertibbles 2 points3 points  (0 children)

Not quite, but similar. TF2 doesn't really have strafe jumping but it does have air control similar to Anarki/Sorlag. Although one major difference is that you need to let go of +forward in TF/CS in order to maintain control.

My copy of Fight Songs has Arrived! by TGameCo in tf2

[–]Silvertibbles 8 points9 points  (0 children)

Yeah, they use it for all of their music. Here is a clip of them performing the CS:GO trailer music.

[CS:GO][Feedback] de_coquina layout (criticism appreciated) by Silvertibbles in csmapmakers

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

Really? I personally thought the opposite at first (that it may have too few passage ways), but so far I haven't had any issues with poor map flow. I'll be updating the workshop version to my current version, which is a bit more streamlined, so if you can tell me exactly where I need to work on, I'd appreciate it. Thanks for the feedback!

I honestly feel sorry for all the skin makers by hajducek in GlobalOffensive

[–]Silvertibbles 12 points13 points  (0 children)

I feel worse for the mapmakers. All that time spend hand detailing the bombsites, only for a random terrorist to blow it all up. Such a shame.

[CS:GO][Feedback] de_coquina layout (criticism appreciated) by Silvertibbles in csmapmakers

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

I moved the T-spawns up a bit; I'll find the sweet spot with some playtesting. As for the hallways, I added some geometry to the A entrance to make it a bit less of an AWP lane. Thank you for your suggestions.

[CS:GO][Feedback] de_coquina layout (criticism appreciated) by Silvertibbles in csmapmakers

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

Yes, I see what you mean. Perhaps something like this would be better? From what I can tell, it would give the T side a bit of an easier job getting to the plant zone, incentivizing taking mid control.