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My first map for Counter Strike Global Offensive

Hi

I got a feeling I wanted to try to make a map for Counter Strike Global Offensive. I haven't played any CS in a long time and when GO got me going I couldn't help feeling like making a map would be fun. But not having looked at the level editor for about ten years it proved to be a bit more to dig into than I first thought :P

I have focused on main layout etc until just now and a few glitches exist, but feedback and ideas would be very much appriciated :).

The map can be found http://steamcommunity.com/sharedfiles/filedetails/?id=150981322.

I have a strange lighting issue when compiling using HDR that someone might be able to help with? Information about it can be found here.

Thanx in advance for your time everyone!

Replies

  • inquam
    No feedback... :_(
    Hehe... But come on.. You guys actually know what you are doing... I'm a noob. You must have some pointers ;).
  • BARDLER
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    BARDLER polycounter lvl 12
    I dont think this is the right forum to get feedback, most the people on here just do art, no any type of level design. Check out World of Level Design's forums, and get a 5v5 match going to get some feedback from people there.

    I play a lot of CS and just from a couple rounds on the map I think its a little CT sided. That door that comes into B makes it super easier to CTs to know Ts are coming because they either have to open the door or blow it up. Its hard to say without full blown play testing though.
  • inquam
    Thanx... I will check out "World of Level Design".
    Yea that door. Initial versions didn't have it. But then T's got into B a bit to easy and was able to pick some good positions. That made T's almost always go B and on our pub server they could win by big numbers.
    With the door it has become a bit more balanced and CT's and T's now share the rounds more. Since you can also come in from the side this can be used together were some go side and flash and then T's go in through the door.

    But perhaps a redesign of that part where T's have to go down some stairs and out a corridor instead. Then we can get rid of the door but not have T's just rush in every time.
  • Visceral
    Long time since i used to source engine :D would be fun to get back to it. But i assume i can give you some pointers. (not on the level design though, dont know jack about that)

    Lighting: would love to see a bit moore dramatic lighting. It looks pretty flat. Other than that it looks great. Good use of the assets and looks solid for a custom made map.

    Anyhow, if you want moore in depth crits i would head over to Interlopers.net its basicly like polycount but for source mapping. Good Luck!
  • Bruno Afonseca
  • inquam
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