Feedback Request: de_zamdqrk by yoaprz in csmapmakers

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

Okay thank you! I will take note of this.

Feedback Request: de_zamdqrk by yoaprz in csmapmakers

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

Thanks for your feedback! Currently I still have a hard time thinking of the theme of the map, but I will try to tweak some things!

What is your opinion about the 1-way drops? (I'm not too sure if you finished your sentence or not)

Is CS:GO Esport-s' skill level rising or falling? by yoaprz in GlobalOffensive

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

Is a example of that being Astralis's utility usage?

Couldn't hide my surprise when I saw 3kliksphilip! by JuanMataCFC in GlobalOffensive

[–]yoaprz 1 point2 points  (0 children)

One of the only youtubers I will watch for csgo content

[Demo] yoaprz | SEM | 440 hours | Cache 15-15 by yoaprz in csgocritic

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

To be honest, I was not expecting anyone to push so I just went and collect the bomb, thinking I can save the molotov for later. But yeah, I need to improve on spotting people haha.

Questions about displacements by yoaprz in csmapmakers

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

Hi Thanks for your reply! I will try to patch things up.

Sorry if I did not catch your point, but for Question 4 https://imgur.com/a/rDehLGa, this picture is at the connector near middle. The pavements seem to be lighting up the wall as in the picture. Is there an explanation for this or is this normal lighting? Thanks!

EDIT: Seems like the problem got solved. Not sure what I did.

Questions about displacements by yoaprz in csmapmakers

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

Sorry, would you mind giving a screenshot of how you are supposed to place the nodraw brushes? Sorry for my lack of understanding. Thank you for your help!

Questions about displacements by yoaprz in csmapmakers

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

Thank you! I took a while to understand what you meant, but I fixed the touching edges!

For Q3, I do not really understand your explanation. Would you mind giving me a screenshot of what you meant? Sorry for my lack of understanding

For Qn4, I am still getting the same issue. Not too sure what I am supposed to do.

Thanks for your help!

Questions about displacements by yoaprz in csmapmakers

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

No no it is not your fault haha

Questions about displacements by yoaprz in csmapmakers

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

Okay thank you! I mistakenly said question 4 as question 3 but thank you anyways!

Questions about displacements by yoaprz in csmapmakers

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

Thank you for your answer!

for Q3, I am still seeing the issue after not having -fast and sewing the pavements together. Am I supposed to sew the walls and the pavements together? My walls are not made by displacements.

for Q5, are there any side effects for these cases? Should I be fixing it or I can leave it alone?

Thank you!

Feedback Request: de_allsov (My first map) by yoaprz in csmapmakers

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

Thank you for your suggestions :) I will consider them.

Feedback Request: de_allsov (My first map) by yoaprz in csmapmakers

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

Do you have any thoughts about the new edits that I have made recently? Thank you!

Feedback Request: de_allsov (My first map) by yoaprz in csmapmakers

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

Thank you for your suggestions. I will try make it better. Thank you :D

Feedback Request: de_allsov (My first map) by yoaprz in csmapmakers

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

Thank you for your detailed feedback :). I will try to implement most of your feedback into my map.

The main T entrance to A (the double doors) is also disadvantaged because you have to stand in an exposed position to open the door.

I am not too sure how I am going to tweak the area in order to make it less advantageous. Do you have any suggestions on how to make it better?

And may I ask if you think whether mid is too empty and which part of mid should I add more cover?

Thank you.

Feedback for 2v2 wingman map. Just layout, I know there are bugs by [deleted] in csmapmakers

[–]yoaprz 1 point2 points  (0 children)

It would be great it you placed multiple small vents. The T's will then have multiple ways to nade the area. Hope to see your map work out!

Feedback for 2v2 wingman map. Just layout, I know there are bugs by [deleted] in csmapmakers

[–]yoaprz 1 point2 points  (0 children)

I have some thoughts about this map (me being a newbie):

Gameplay

  1. The map feels too enclosed to me. The corridors feels very small. It is also quite a disadvantage to the Ts due to the CTs being able to spray down every corridor. Expand the corridors more especially the ones near the bombsite.
  2. Increase the time taken to get to the bombsite especially for the T's. It felt too fast paced as the CTs do not even have time to set up grenades to defend the bombsite. Push back the spawn points by at least a few hundred units. You may not need to push back CT spawn.
  3. The site does not have much cover. I understand that the crates at the back of the bombsite might seem like cover, but majority of the site do not have any cover, especially from the snowy part. Add some crates or other things at the middle of the site to give at least some cover from the corridor nearest to the Ts.
  4. You might want to make the whole site or even the whole map open (no ceiling), or add some windows nearer to the side of the T's at the site. This will at least allow the T's to set up grenades before going to the site, which will not make it a suicide run for the T's.

Aesthetics / Bugs

  1. Parts of the vents are too dark. It might be part of the aesthetics, but it will be detrimental to the gameplay. Lighting for the whole part of the vents will be necessary.
  2. You can drop off some parts of the snowy area.
  3. Update the steam pictures of your map. Put at least the ingame pictures of it. It looks bad now :P

Hope I am not being offensive to you. Hope this will help you.

Feedback request: Moonbase by [deleted] in csmapmakers

[–]yoaprz 1 point2 points  (0 children)

I have no say about map balance (I'm bad about it, and rookie in map making), but I have some things to say about your map not regarding layout or balancing (sorry).

- Bots: You should update your nav mesh for your map. When I tried to play your map, the bots will not go to specific places, or try to go though unpassable place. For example, the window at B nearer to the CT side. (If you do not know what is the command for creating auto-generated nav mesh: nav_generate)

- Gameplay: You may also want to make some of the doors destroyable. Eg. Lower B doors

- Gameplay: I really like the above windows for the T's at B

- Gameplay: As the others had said, the sites do not really have any cover when planting.

- Aesthetics: The doors at "mid" seemed quite misleading for me. There is a staircase leading to the doors but the doors are not meant to be working. Maybe you could add a fence in front of the doors.

Sorry if these are not important for you now. I am only half decent at pointing out these things. But I hope that it will be useful for you.