[CS:GO] CS_Kunar

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[CS:GO] CS_Kunar

Postby Tanuki on Sun Jan 06, 2013 3:16 pm

Kunar is a hostage rescue map designed to have a single large choke point and an alternate side route. Defending Terrorists can hide among the buildings and must mount a strong defense. Attacking Counter-Terrorists must find a way to breach this defense and rescue the hostages located at the rear of the map.

Feedback on balance would be greatly appreciated.

Download b3 version: https://dl.dropbox.com/u/1818920/cs_kunar_b3.rar

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Re: [CS:GO] CS_Kunar

Postby brintron on Mon Jan 07, 2013 1:39 am

Played about 20 rounds of this with bots - SO MUCH FUN!!! It seems like you took a lot from the spirit of cs_militia when you made this but improved on it ten fold. The tower defense feel of the map is brilliant and what hostage rescue maps need to capture. I love it. love it loved it. Especially playing as T

I feel I do have to give some negative critiques though. A lot of the slopes and shapes in the ground were impossible to manouver around. The slope up close to the T spawn to the left of the T's starting; can't jump on to it. You gotta hit it straight on. It give the illusion of being jump on-able but you just cant do it. Happens a few other places too but not a huge deal. I'd also suggest adding a tree or two in the more open area. I felt it was all too easy to pick people off with the scout while defending the hosties. It may also help it look a little nicer (though don't get me wrong, it looks nice!)
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Re: [CS:GO] CS_Kunar

Postby Smurftyours on Mon Jan 07, 2013 2:05 am

This guy is a mapping machine....
jangalomph wrote:Wise words from a wise man. ^
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Re: [CS:GO] CS_Kunar

Postby Tanuki on Mon Jan 07, 2013 6:03 am

Negative critiques are the most important kind
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Re: [CS:GO] CS_Kunar

Postby cpl. punishment on Mon Jan 07, 2013 8:22 pm

Constructive negative critiques are the most important kind.
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Re: [CS:GO] CS_Kunar

Postby brintron on Tue Jan 08, 2013 6:05 pm

Another thing I noticed playing the map more was that the environments look a little bland on the micro scale of things. lots of open space with not much filling it. In the choke point this is a good thing but the construction where the hosties are has only a few boxes and barrels and the ones it has seem so meticulously placed. I'd expand on that and the underground part to allow for come more CQC shootouts.
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Re: [CS:GO] CS_Kunar

Postby Epifire on Tue Jan 08, 2013 9:04 pm

I really dig the style this takes but I gotta agree on the details your gotta toss something in that interior for pic four.
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Re: [CS:GO] CS_Kunar

Postby Sathor on Wed Jan 09, 2013 11:34 am

I might download the map later, but let me comment on the screens first:

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The sand on the right rock looks strange. Sand would not spread up so far I think. I know you are trying to get a smooth look with those alpha textures, but since the rocks do not flatten out towards the sand, I advise having a sharp edge between rock and sand texture there. What you can do is having the sand wedge against the rock at the base.
Another thing you might want to add is smaller rocks and pebbles at the base of the rocks.
CS:GO can use many more objects easily, so use the possibilities.

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Add a few details, as some people mentioned. Just some ideas: add a group of barrels in front of the wall to the left. A broken down car might fit on the far right, in front of the rock, where the small bridge meets the rock. You can add scrap metal and cinder blocks and another barrel close to the tree. Use clip brushes to avoid negative influence on gameplay.

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Yeah, well, really lacking detail. Do something about where the wooden supports meet the wall. Perhaps add pillars to the walls, on which the wooden beams can rest. Add a bit of junk close to the walls, perhaps a barrel at that wooden V pillar you already have. Don't overdo it though, as this is the hostage area. All stuff has to be carefully placed and you might want to use clip brushes again to avoid any negative influence.

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Basically what I said concerning the first screen. A bit of random scrap metal, cinder blocks, smaller rocks and pebbles, stuff like this. That should be enough.

The visual style is nice, it is just it lacks a few details for a scenery like this.
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Re: [CS:GO] CS_Kunar

Postby Tanuki on Fri Jan 18, 2013 3:55 pm

v B4 Updates:

Balance

-Created a new house on the side route. Added a ladder to the upper area from this house.

-Added a technical and rock to the center of mid. This will give some extra cover as well as a target for smoke grenades.

-Moved the crates in the center of village to provide Attackers better cover from Hostage campers.

-Raised the ceiling of the upper hostage area so that players can jump to their full height.

-Made the mid entrance to tunnels into a ladder and hole to completely prevent tunnel players from fighting mid players.

Visuals

-Major Facelift on the tunnels.

-Added lots of props and details to the village

-Color Correction and fog tweaks

Performance

-Updated visleafs

-Models distance fade to increase performance.


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