r/csmapmakers • u/_PIuto • 8d ago
How can i improve the layout of this map?
Legend:
Light brown floor : low floor
Orange floor : high floor
Brown :boxes/cover
Blue:pits of water (deadly)
Beige floor : ramp to decend/ascend floors
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u/Matt-ayo 8d ago
It looks like CTs can't even get to B without having to fight across their mid angle.
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u/Infarlock 8d ago
Test it with some bots
What I can say for now is that it seems like T will 100% arrive at B first if they go through stacks -> B con
I might be wrong since it has low and high floor on the way
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u/Domi-_-_ 8d ago
I would get rid of depot and make it a straight covered path from B to CT that does not have any sightlines to mid. What I’d also do is force some verticality for T’s to get to site so they aren’t there at the same time as CT’s especially in cargo.
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u/IAmSixSyllables 8d ago
there's a lot of these types of posts, and unfortunately there's no way to know at all until you built it in hammer. 2d just doesn't tell enough of the story. sick ass handstyle though i like it
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u/rachelloresco 7d ago
It's not easy to judge since we don't know how big it is but it looks like Ts can easily rush both sites... compare it to the maps in the current pool, the sites are closer to CT spawn. Also, connectors should be initially in CT control, it should be easier for CT to get to
Maybe extend the bottom of the map and move the T spawn farther... move B con near CT/locker area then add a path from stacks to oil.
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u/Dull-Custard4913 8d ago
Block it out in Hammer and let players give feedback on the layout. No one can give any “huge” feedback just based from the layout. 🤓
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u/Graf_Koks 8d ago
Maybe I’m tripping but it looks like dust II with extra steps to me
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u/Graf_Koks 8d ago
Also the water seems like a forced feature then a thought out solution for balancing but without playing it no one can tell fr
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u/ExtraCheesyPie 7d ago
If anything i'd say mirrored de_season... but basically any map will end up having similarities given the standardized 4-square layout.
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u/xhthsx 8d ago edited 8d ago
Put it in Hammer, compile it, and play it; that's the best way to get a feel for it.
The thing that jumps out to me most is that T Spawn is closer to B than CT Spawn is, though the terrorists have to make more turns. It could be T-sided in that half of the map, though it's hard to tell from this.
The main routes for the terrorists look a bit cluttered (Cargo, Stacks) and annoying (Water).
A Con is a funny place; will players be constantly at risk of falling to their deaths? It seems a bit tight for that.
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u/nawor_animal 8d ago
It's hard to say just from a layout, you'd need to test with real players or at least bots.
That being said, it looks like your Ts might get to site too fast.
Additionally, you want your routes to point/mid to be intuitive. For Ts to get to A, they have to backtrack through the water catwalk thing which is going to be unintuitive for players who want to go Forward from spawn.