by [frank] on Wed Aug 14, 2013 4:52 am
I saw these images on here and that lead me to download it from the workshop, and, once in game, I didn't even think to look up. I feel like much of the vertical assets are wasted.
I also found this map to be overly dark in many areas. The central circular area in particular I could barely see in. Many of the corridors and hallways had areas that you could effectively not be seen in.
Whilst I appreciate the clean look and feel it is more fitting to this style of the map than the typical CS:GO overabundance of clutter, the map feels sorely under detailed in some places. The same floor square pattern that is in the A bomb site, both spawns and practically all the outside areas that aren't metal walkways needs some variety. It's a wonderful texture, but really shouldn't be everywhere because it feels stale.
I believe adding edge textures and trims to many of your areas would help make it feel more engaging. Lots of your brushes (and their textures) meet at hard edges and there's no transition zone. One easy spot that comes to mind is that ramp from CT spawn. It just cuts off and you can clearly see it's just added on top of the floor. Dirtying up the transition zone, adding a metal lip, breaking up the floor tiles so it's not just a solid edge due to anything from construction or heavy machinery travelling over it would make it looks nicer, more interesting, but not detract from gameplay. In a similar vein, there seems to be a few alignment issues with textures
There are a couple of issues with your metal stair cases. Some are clipped, some are not. It's best to clip them all. Additionally, in the "underneath" part of the bridge near CT spawn, you can see issues with the model clipping with the textures around it. This could be concealed with a metal block brush (which in my mind would also make more structural sense).
From CT spawn, if you climb on the spools (the round wooden models with stuff coiled on them), you can easily jump onto the fencing. From here you can get stuck in the outside areas of the bridge with no option but to suicide in console. At bombsite A you can also jump onto the barrels to get onto the bombsite platform (which feels oddly clipped for no good reason) or onto the fence and then upon the other objects in the area. Otherwise, clipping issues seem ok.
Though I didn't play this in any extensive gameplay tests, it feels like all your chokepoints are just the inside corridors. This would be good (if they were a bit brighter) but you can circumvent any trips inside by just walking around in the very open and very sparse exterior. As such, I feel like some of the exterior paths should be restricted more, filled with some more objects that just aren't crates.
I should make it clear that I think this map looks really nice and I like the theme. I feel that the most important aspect is for you to flesh it out more than anything. I'm subscribed to it on the workshop (which is a good tool - not sure what the guy earlier in this thread is going on about) so I'll be glad to download any updates that get pushed.