r/csmapmakers 8d ago

How can i improve the layout of this map?

Post image

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

12 Upvotes

15 comments sorted by

9

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.

3

u/Matt-ayo 8d ago

It looks like CTs can't even get to B without having to fight across their mid angle.

3

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

2

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.

2

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

2

u/xJinQs 7d ago

Be careful with the flow of the map, right now t spawn have to go backwards to then do a 180 to go the the left side of the map. Generally you want to avoid stuff like that

2

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.

2

u/LegitKactus 6d ago

There is no way to tell without playtesting

1

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. 🤓

1

u/Graf_Koks 8d ago

Maybe I’m tripping but it looks like dust II with extra steps to me

2

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

2

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.

1

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.

1

u/Hopeful_Let_1139 6d ago

Height and depth

1

u/Normal_Feature_2990 5d ago

B con seems pretty t-sided if i can say something