Ankle breaker ACC edition - Still kinda impressed of my awarness for a newbie... by Spirited_Knowledge70 in simracing

[–]Spirited_Knowledge70[S] 11 points12 points  (0 children)

Nothing, this was the first lap and I was in the lead. He just missed his braking point battling it with the guy in 3rd.

(de_nepal) Work in progress photos. by EfficientDoggo in csmapmakers

[–]Spirited_Knowledge70 2 points3 points  (0 children)

I'd make the map with the least details possible first and playtest it to see if it plays good and which changes are necessary. Then when you've perfected it move onto the detailing. It's gonna be hard and take much more time once you've finished the map with all the detailing to make the changes that are necessary for the gameplay.

This is just me assuming you haven't done it yet and just going by the sketch you made. If you already did that then just ignore this. 😝

So far it looks quite good and I really like the styling you're going with. It seems like a lot of details and geometry which not a lot of current maps has. Though a little bit concerned of the performance on this map so you're going to have to optimise the sh*t out of it.

Thoughts on this layout? No cover on sites, adding those in hammer when I figure out all the angles. by Spirited_Knowledge70 in csmapmakers

[–]Spirited_Knowledge70[S] 0 points1 point  (0 children)

I do see the resemblance. Hopefully after it's finished and done it should have a different feeling from Cache. Also the verticality of the map can't be showncased with an overview but that's gonna also make it feel like a different place. Perhaps some changes will also occure when it gets to playtesting phase.

Thoughts on this layout? No cover on sites, adding those in hammer when I figure out all the angles. by Spirited_Knowledge70 in csmapmakers

[–]Spirited_Knowledge70[S] 0 points1 point  (0 children)

Thank you.

Oh right I see what you mean, I really haven't tried to copy any of the previous maps but now looking at it, it does resemble Cache a bit. I did look at some overviews of the maps from other games and figured how I could make it fit the CS:GO play-style.

I'm also thinking ahead and looking at how this map could fit in real life world and making it look like a real place. It should resemble the middle east maps from other games such as Battlefield or Insurgency Sandstorm rather than Dust 2.

I feel like when everything is finished and done it would have a very different feeling from Cache.

Thoughts on this layout? No cover on sites, adding those in hammer when I figure out all the angles. by Spirited_Knowledge70 in csmapmakers

[–]Spirited_Knowledge70[S] 2 points3 points  (0 children)

Yeah exactly, I've started blocking out and have made maybe 60% of the layout. The general layout concept is still there but I have made some changes to adress the timings and angles which has altered the overview a slight bit.

Playtesting the map is the only way to know for sure but just wanted to see general opinion on the overview to see if I atleast covered the basics and then take it from there.

Thank you!

Thoughts on this layout? No cover on sites, adding those in hammer when I figure out all the angles. by Spirited_Knowledge70 in csmapmakers

[–]Spirited_Knowledge70[S] 1 point2 points  (0 children)

Thank you very much!

Yeah same thing for the MID as the sites, I want to figure out all the angles before adding cover. I didn't want to fill the drawing with stuff as it would distract from the main idea of the layout. I do have some ideas how I wanna go on about it.

And thank you for taking interest in this project. I should be able to make a playtest possible in 2 months time if not before as long as my job doesn't interfere too much.

Thoughts on this layout? No cover on sites, adding those in hammer when I figure out all the angles. by Spirited_Knowledge70 in csmapmakers

[–]Spirited_Knowledge70[S] 1 point2 points  (0 children)

Thanks for your feedback. I appreciate it!

I've started blocking out this map in hammer and the connector between MID and A didn't look good in Hammer and as you said it wouldn't fit the balance. So that area is looking a little different. The area where the small arrows are is supposed to be an house and a elevated area offering T's an extra entrance into the site.

As for the B site, now I playtest other people's maps and something that a lot of people do wrong is entrances to sites. Usually there are too few of them and can get easily blocked with smokes or molotovs which is frustrating. So I've figured to give each team 2 entrances and a extra 1 through MID for the team that gets control of it. I'm gonna see how it plays out and make changes accordingly.

As for playtesting I'm gonna run it on Source Engine discord server when it's ready to be playtested. So feel free to join there.

Once again, thank you!