I would love some player feedback on the flow/layout of the map. I do not really worry too much about the visuals (even though I do think it looks fine now). I will fix that when I'm happy with the flow/layout
Cheers
- The LoveMeister
I would love some player feedback on the flow/layout of the map. I do not really worry too much about the visuals (even though I do think it looks fine now). I will fix that when I'm happy with the flow/layout
Cheers
- The LoveMeister
I just love good images sizes.. " SRC="images/smiles/heee.gif">
oh, yeah the pics look nice too. ![]()

Thanks for your unput.
I'm not really too concerned about the looks right now. That will come later. It's not ugly as it is right now - just unpolished. I'm a game-artist turned mapper so the challenge for me is layout/flow. I agree it indeed is rather boxy but trust me - a few props here and there to break up the shiluette of the roofs especially and it will all look fine.
If you have the time to play it a few rounds and tell me how you think it works I'll be ever so grateful because that is my main concern. I've spend quite some time thinking about the design and I do believe it is good and tight but since it's my baby I might be a bit blind to the maps short-commings.
Edit: haha - we were writing at the same time here. I am looking very much forward to your comments on gameplay.
Again, thanks for your time
- The LoveMeister
I am so lucky that the good folks at 205.234.167.51:27015 (VooDooGamers.net) put it in their rotation
Thanks
- The LoveMeister
It sounds like your play-style is very different from mine so your feedback is invaluable to me : ). I never really thought about extending the buy-zones because I normally buy my stuff before freeze time runs out but I think it's a mighty good idea to do.
I totally agree on all the visual stuff you pointed out. The map does look empty and the texture hook-ups are appalling in places. I will put more focus on 'beautification' in the next release than I initially anticipated because even I have a hard time to look past the visuals so it won't ruin the game.
I've read your post 3 times now and I think my biggest problem is that you found the long stretch from B to the top of the map too powerful. I agree with your points so I need to rethink the fundamental layout there I guess. One option I've been toying with is to put the A site in some sort of basement with 2 tunnels leading to it. One tunnel will start right at the Asite, the other one will start to the right of the T spawn and go under the long stretch allowing passage to Asite undetected from Bsite. It will look really interesting with some sort of semi-open tunnel system and it allows me to play around with two really distinct lighting styles. Having re-read what I just wrote I think I have to come up with a drawing to explain this properly : /
I do indeed have cubemaps in my map but I haven't got a clue why the sniper scopes look poo. I'll investigate.
Thanks a million for your feedback. It was a very interesting read.
- The LoveMeister

You know what I think? Us old timers need to start doing more critiques again. This time we just skip the "being asked" portion and grab some random maps. It looks like the new crop of authors just won't bother requesting them and if we keep waiting, we're liable to be waiting come Christmas. :/
I think we should drag a few new people through the wringer. ![]()

After downloading and playing this map with Bots (19 of them), I think its rather well done. Not too large you get lost, and not too small you cant camp or set up a proper defense. This map would make a great addition to any league, as its layout reminds me of many CPL spaciffic maps. The game play was smooth, and not laggy at all.
It works in its present form really well, and does not need an underground area.. but if you want to add an underground area, I would run a subway though the middle of it (seperating the two spawns not connecting them.), have a train docked there and some of the cars are pass though areas. You would have a traditional set of stairs to the subway ramp area, and maybe a service hatch or another ramp down on the other side for east bound traffic. This would give you a cool underground area, while not ruining the great game play that is already there.
Running though it I didnt notice any texture problems or any major faults.. so way to go on that. Prop placement was well done as well. The one problem I did have was the car well you have in the garage.. its too shallow. Men stand in those type of things to get under the car.. maybe your were thinking they would roll under laying down to repair things.. and thats fine too.
I like the way you set the Bomb Site A close to the CT spawn, and not in it. I also like that Spawn B is still close but the T's have closer spot to rush and have a couple ways to get to site B so its not as easy for a small squad of CT's to dominate it.
The generators as bomb sites.. ehh its new so its not that bad of an idea. Most people use crates or barrels so I have to give you points on doing something different.
All in All its a great map, with great CounterStrike Game play, as I said before I hope some of the Leagues around adopt this map as one of the new maps, it has great balance and pathing for such a thing.
Hey all and thanks for the interest in my thread/map
I totally agree and I for one would love to sneak peek at other mappers sketches. I wouldn't mind starting so here's a sketch of my next map.
http://img268.echo.cx/img268/6541/reactor0dg.jpg
It's really rough and as you can see it's been erased and re-drawn many many times. The sketch might not make much sense to anyone but me really but hey : ). I'm doing it with a friend from work and we started out with two sections we thought would be interesting settings (a train hub - Bsite and a reactor room - Asite). We fleshed out those two areas first and the worked on how to connect them. We flipped and turned the sites till we thought the best routes were there. All done in Photoshop for easy manipulation : ).
One thing Haywire taught me (Haywire is my very first map) is to 'ease in' the scale of the map instead of locking it down right from the beginning. My haywire sketches were too rigid so I had to redo some of the sections because they felt like the wrong scale.
Bring it on! : ) I would love some hardcore feedback from the vet's here (and I promise I won't cry). If you stick to the stuff I haven't mentioned myself (the visuals being unpolished etc.) then the more, the merrier.
I'll be doing some mockups of the underground thingy later this evening then we'll see how it goes : ).
Wow thanks man. Great to hear you think it's tight : ). About the mechanic pit thingy. Yeah I guess you are right it's too shallow. I wanted some sort of cover in there to help the T's a bit if they got rushed. The good thing about it right now is that you can easily get in and out of the pit. If I made it too deep getting out quick would be a problem. I orignally wanted a 4x4 sitting on top of the hole as if it was undergoing repairs but it would be too cramped if I put it in so I abandoned the idea...
I'll post some shots later of my progress.
Cheers
-The LoveMeister

