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Map Name
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Extraction396Amazing level. Looks stunning with a beautiful aesthetic. The sun reflection in the water is amazing. Have issues finding anything really flawed with the level.
Visually solid map. Feels like a house, while still keeping in mind gameplay.
Consistent frame drops.
Map looks very well made. I like the unique take on hostage mode but I think I would have preferred it to be regular.
Your twist on the hostage gamemode here is very bold, but done very well for the most part. The CT's have the slight upper hand in getting the hostage, which leads to them choosing an extraction area. From here on, I'll be honest with you: I had such mixed results playtesting the map. There were a lot of times where T's could easily pin the hostage area and CT's were forced toward the routes to play for the kills. Other times, T's played a bit more passively or good utility usage gave CT's the hostage right away and the T's were usually outgunned on the hostage zones, and CT's almost always got away, even with the 15 second wait time. It feels fun, it's just so hard to tell for me how I feel about balance and strategy for this map in the long run. This is the only map I've had this personal issue with, but then again, this is one of the most unique and daring takes on a wingman map. Well regardless, this is an incredibly designed map filled with great visual detail and is very fun to play. Overall an incredibly well done job!
looks great, like the uniqueness of the gamemode although I feel it'll be tough with one hostage already, maybe have two hostages? really nice radar, good clipping, nice 3d skybox, glass in model on stairs in completely non solid, luckily the boat at CT in clipped off because I remembered you can get in the back of it, not a massive fan of the invisible walls around the map but I understand why they were needed, may be possible to runboost onto the rescue zone ledge from near T spawn which I'm unsure about
Map looks amazing, no issues at all. Great Job!
Awesome clipping and sound design on the map, very well detailed. The radar looks great, but there it is a little difficult to read around the B rescue zone. In terms of optimization, the fps can be a little low in areas, but nothing unplayable in my opinion.
I do like the different type of hostage gamemode, I just feel like it had not been executed well. I think the hostage position needs to change. Currently the hostage location is too claustrophobic and it's annoying taking the hostage, whilst being so vulnerable. I also think the time it takes for the helicopter to arrive should be at least halved.
Overall I really loved the map, Great Job! and GLHF!
Outstanding visuals and polish, the best of the contest. I want to live here. The design left the gameplay unfocused, less about holding angles, and more about creeping around trying to flank. Too many choke points for a wingman map.
Very unique concept. Art executed expertly, good example of not having to make custom art for a great looking level. Only few minor details did not work out. Gameplay looks solid but has two design inconsistencies (glass that is breakable / not breakable, railings that are clipped and railings that are not because you can drop to the land below)
Succeeds because it makes no mistakes. Fails to some extent because it doesn't take many thematic risks. Forgettable locale.
https://steamcommunity.com/sharedfiles/filedetails/?id=2238701164
3
Orion394Wowza. Space is freaking awesome. Amazing implementation of the theme. Color coded areas keep the player from getting lost. Vertical pathing due to low grav is a lot of fun, but a risky take you made the right choice here. Super work on the level.
Very strong entry.
If there is a time to try weird stuff, it's wingman. Great execution on the ideas you've put forward.
Solid entry.
Very nice looking map with cool theme. I like the TF2 style one way doors as well.
One of the most detailed maps of the contest. Everywhere you go you see so much work, detail, eye candy everywhere. Sound design is also really well done. The bold choice of having low gravity works mostly well. A lot of areas always seem to have an area you can easily jump to for keeping the gameplay fluid. While it was't jumping that was the issue, falling was, or falling innacuracy on guns. A lot of times you get caught vulnerable trying to fall down after a jump or just falling off a platform. This really takes away from the rifles meta a bit too much and favors smgs and shotguns. The routing and options are really well designed, but the hostage rescue zone seems like the outlier. It just sits outside of everything else and has just a single entrance for both sides into the small little area. Really wish this could have been a bit more of a developed area with more options like where the hostage area is. Even with some gameplay quirks, this is an extremely well done map!
really nice use of colours to define different areas, makes it easy for new players to understand where they are, nice use of one way door to help CTs but I would potentially allow Ts to boost up, love the use of portal sounds, great clipping. The de_bell of this contest
Visually this map looks awesome, Great Job!
Why are the stairs not clipped with clip brushes. It feels weird that you have used collision models to do this. It makes nades behave differently to what you'd expect.
Nice custom radar and good readability on it. Good overall clipping of the map. Great sound design. I do have slight visibility problems in one of the chokepoints, but overall it's good. Amazing polish overall!
The most noticeable thing about the map, the change in gravity is an interesting gimmick. After the few playtests I have done, I do find it fun. In terms of layout though, the map flow is not great in some parts of the map. I do like the vertically, especially with the gimmick. The timings, sightlines, cover felt very good as well and navigating the map was easy.
Overall Great Job! My favourite map out of the contest. I wish you the best of luck with Valve! :)
How am I even supposed to judge this map? It's so incredibly different than everything else. It looks great, it's very fun, and the unique idea got me excited about playing Counter-Strike again. I will definitely revisit this using Zool's Noble-strike Mod, but it sure isn't going to get added to the game! Because you are so inaccurate while jumping, and a lot of the map requires jumping, the gameplay suffers somewhat.
Subject-02B is immortal and I am very afraid of it. Low gravity is interesting and well implemented into the actual gameplay of the level. My concern is with the layout itself, which looks like too much for a wingman map, which could end up with a lot of dead space. Would like to be simplified by a bit. Art has a lot of custom assets which is great but the quality of it is lacking in some regards. Some decisions in level design lack elegance like the small ramps or tiny trims. around ledges.
A really good map that I don't think belongs in CS:GO. Can't knock it for anything that they did, just takes fundamental thematic risks that will ultimately hold it back in my opinion (too sci-fi).
https://steamcommunity.com/sharedfiles/filedetails/?id=2238607969
4
Calavera391Very nice theme and aesthetic. Feels very authentic with the Calavera skulls built into the level. Lots of love was put into the level. Feels great to place. Amazing work.
Great executions on a wonderful theme.
Layout seems well thought out, with a great options for both teams.
Map looks great, and the gameplay is enjoyable. Very well done.
Gameplay is a mixed bag for me. On one hand, the chokepoints feel pretty good with all the fast gunplay and options/variation you can use on the routes. However, the bombsite feels like no mans land planting and holding post plant. The balcony area provides a strong hold on the flow of the entire map. The visual detail and polish is superb, it really is just the layout that provides any issue. Very well done overall!
looks great, nice unplayable areas detail, consistent theme, nice routes to site and opening angles, no real safe plant due to the balcony, the up high jump is nice to get to a new position, main bombsite cover is weirdly wallbangable, great clipping, nice radar
Overall map looks fantastic visually. My only gripe is that the 3d skybox feels a little empty past the initial radius.
The radar looks fine and is pretty well readable. Map is very well clipped and optimised, great job! The sound design is good overall, but the bombsite felt slightly too quiet. Since, the map is so compact I do feel like this is quite important
The map rewards CT's too much by giving them the bombsite and plenty of corners and cubbies. There are a few headshot angles that further help the CT's. The flow of the map, verticality, timings are all good overall. The cover might be a little too favourable to the CT's. I might like to see T's getting a bit more help, but overall a solid wingman layout, was fun to play.
Overall I loved the map, Great Job guys!
well optimized, unique theme, and fun gameplay. I especially liked the abnormal geometry of the floor in the main room.
Well executed in most regards, layout and art look solid but with a few oddities here and there. Putting the bombsite off-grid feels like a bit of an after-thought and could've very also been on-grid.
Appealing. Specific. Interesting. Well-realized. Main critique would be to reduce visual noise and color explosions. It's a tad on the saturated side.
https://steamcommunity.com/sharedfiles/filedetails/?id=2242472711
5
Guard378Awesome visual choice. I love the feel of the level along with the layout. The objective is really cool as well. Great work on the map. Chicken.
Map is solid.
Visuals, solid.
Pathing, solid.
Teams options, solid.
Great job.
Both the map and the theme are really cool and executed really well in CS:GO's theme. Some nodraw is visible. Ts have nice options for executing site takes.
The layout is spectacular. Every area, every route, and every angle have a purpose and have a counter. Nothing feels unfair and strategies can easily be developed and executed. The bombsite always sees fair action and even bomb plants. Every little layout detail just works so well. Visuals aren't out of this world and can feel even a bit dull with its darker toned color, but are still very well done. I'm so impressed by the ingenuity of this map. Well done!
looks great, nice amount of work done to outside the map, good options to hold on the site, good options for each team gameplay wise, nice clipping, some nodraw viewable outside the map
I really like the art direction and theme of this map. I do feel like the lighting is a little too soft though. Some of the 3d skybox is also a little incomplete, I love the river running through however the buildings in the background can be improved. You can really feel like there's nothing behind them. I also feel like some building and walls need more detail.
The sound design on the map is very good. The overall clipping is good. The radar looks nice and is well readable as well. The frame rate and visibility on the map are good as well.
I do like the general layout. However, I feel like the map basically has 2.5 main chokepoints, which are tight to push and exposed from a few tough headshot angles as well. I wish one of the chokepoint T's got was more open. I do like the flow and verticality of the map. The site location is also pretty good. Overall a good layout, Great Job!
Overall Great Map! I slightly hope the layout adjustment gets made and the map visually gets finished.
Great map to play on, I very much enjoyed the gameplay here. The angles were well designed and the layout worked well for a wingman map. The visuals are very good, but some of the other entries took it above and beyond.
Theme is not very unique and art execution is lacking a bit but layout looks very solid and elegant.
Layout has promise. Wall textures too plain.
https://steamcommunity.com/sharedfiles/filedetails/?id=2240874700
6
Sunburn368Love the map. Layout is fun, with lots of options. The slide works perfectly. My only complaint is that some areas are "too clean" which can happen on styalized maps sometimes. Other than that great entry and level.
Great theme. Well made.
Well thought out pathing with good rotations.
Map looks really cool but fits TF2 style more than CS:GO style. Very well made map however.
Extremely fun and colorful map that I don't think I'd ever get bored of. The routes and rotations are very fluid and the bombsite sees a decent amount of action.While flanking is a lot more common on this map, it's provides a lot of depth to gameplay that doesn't make it seem overwhelming. Only small issues are present on the map like the waterfall that has a texture problem that can be abused by using a smoke and the radar, while very colorful, can be a bit hard to read.
some resort assets, looks nice, nice theme, nice verticality and jumping aspects with gameplay which is nice for a wingman map, really good clipping, attention to detail, bombsite is marked out by the floor material but it isn't very obvious
The map looks awesome visually and love the theme. I do feel like a handful of the textures are a little off and the waterfall doesn't look too great close-up. In-comparison to the whole map though, these are very minor details which I hope to see addressed in the future.
The radar looks great, but i'm not sure about the readability. The non-playable areas are a little too bright in my opinion, I wish they were much darker. The clipping overall is great, but is not too smooth in some areas. Great sound design and optimisation overall.
The layout is pretty solid overall. It needs minor tweaks I feel like. I wish the bombsite itself was much brighter. I do not exactly love the flow of the map. The verticality, sightlines, cover, timings and location of the bombsite is pretty well done.
Overall I like the map a lot, Great Job!
What a fun map! Nearly every corner of the map has a unique idea hiding behind it. A lot of the textures don't look like they fit into CS:GO, it felt like I was in a different game. The layout is very smart, and works well. I took off from the gameplay because the specifics of the angles don't feel great, I think work has to be done on cover locations. Most of the time I felt I was standing in a wide open hallway.
Great theme, solid execution. Quite unique gimmicks with the slide and the waterfall. A lot of custom assets but the quality is lacking in some regards. Layout looks fun but could have been executed more accurately. Bombsite does not quite feel like the centre piece of the map.
Nicely detailed, but textures are too clean. Layout is not very intuitive.
https://steamcommunity.com/sharedfiles/filedetails/?id=2242386354
7
cs_paro365Great theme love the mountains. Very well executed. Some indoor areas feel slightly empty, but less noticeable during gameplay. Visability is pretty good, but suffers due to dark lighting in some spots. Love the duabl hostage rescue zone. Over all nice work.
Visually stunning. Great execution on theme. Great atmosphere.
Objecting provides and interesting twist on a classic. However with 1 CT mid round being nerfed by holding a hostage I do have concerns about the difficulty of actually rescuing the hostage.
Brilliant looking map, and it plays well for being a hostage map.
CT's have a lot more control over the map then what you'd like. The hostage is mainly given to them all be it for a wallbang spot. The 2 hostage zones are split pretty far apart and have their blind spots which make it hard to cover in clutch situations such as a 1v1 or 1v2. T's are forced to play back on their angles and try to pick off the CT's as they come. The visuals look really nice, but the detailing of it seems inconsistent in some areas. Also the fog, while a nice touch on the setting, can get really distracting at distance.
looks great, unique theme, fog is really well implemented, wish there was more going on outside the playable space especially at T spawn, hostage done well, two rescue zones is nice as it stops there being 2 chokepoints (retrieving the hostage, then rescueing the hostage if the Ts camp a single rescue zone), clipping is good but there are a few areas where it could be improved
Overall the map looks very pretty, but slightly under-detailed overall. The 3d skybox seems mostly not done, except towards the top of the mountain which looks very pretty. I do think the fog and lighting in specific areas needs slight adjusting as well, especially to help visibility.
The clipping, sound design and optimisation on this map are great. I do wish the radar had a more interesting colour scheme fitting with the map, but most importantly it's well readable. I do feel like the map has slight visibility issues as well.
I really loved the gameplay and layout of this level, Great Job! Everything on this map feels great and glues together perfectly, in my opinion.
Great Job guys! I hope this map gets completed and Good Luck!
Looks beautiful at first glance, and has an interest mechanic in where the hostage and rescue points are placed. I feel like there is some detail missing, as a lot of the areas and walls feel plain and barren, which makes the map look too big for humans.
Map feels unfinished but parts that are finished look fantastic. Fog/clouds as a skybox is efficient but feels a bit like a measure because of time constraints. Roofs look unfinished. Jumping puzzle on wall looks unfinished and is not easy to read. Gameplay looks very interesting but the CT start area seems a bit too far away and appears to have some dead space because of that.
Feels unfinished and uneven. But I like the theme and it makes for nice vibes. Has potential visually.
https://steamcommunity.com/sharedfiles/filedetails/?id=2243432095
8
de_Elysion362Nice clean aesthetic. The screens animated textures are very nice and well edited. Looks very modern. The custom models fit into the theme very well. Awesome work.
Though heavily borrowing assets from other maps, you still managed to create something that feels fresh.
Layout is well thought out, pathing feels nice.
Map is extremely well made and looks brilliant. The site plays well. The layout may be a little simple however.
Even with such a nice modern look for its theme, the abundance of white and lack of other colors leaves a visual desire after some time playing on this map. There is still a look of good eye candy to see around the map though. Otherwise, the layout is very nice and its bombsite sees a lot of action in and around the area. The entirety of its layout sees action and there never seems to be a dull moment with it anywhere!
nice animated textures, options for both teams for gameplay, looks great, good polish, clipping ok but would be nice for rocks to be clipped, railings should b non-solid, the pamphlets on the table are a nice touch
I really love the aesthetic and style of the map, it's very pretty overall. I do however feel like there is something wrong with the lighting. Everything is really bright and intense I feel like. I would like to see the lighting/colour correction toned down a little more. I also, love the animated textures.
The clipping and optimisation on the map are very good. Radar is also nice and readable. The sound design is also good, but a bit more uniqueness would've been cool. I do feel like the visibility does take a bit of hit, due to the current lighting as well.
Overall I liked the layout, it was quite fun to play. I think the outside bit has some weird angles because of the bushes and the face that you can hide there isn't great either. I do think the map lacks some cover, but I really enjoyed playing it. Good Job!
I hope to see lighting improvements to the map, but otherwise great job!
Great visuals, polished, clean map, only complaint is it's too bright on the eyes. The layout and angles are a bit bland and after playing a few times I felt I experience the entire map.
Well executed although layout may be a bit too simple and would've wished for the glass railings to be breakable.
Stylish but leans too heavily on the plain aesthetic. Layout doesn't take any risks.
https://steamcommunity.com/sharedfiles/filedetails/?id=2209334999
9
Sawmill356This is an absolute banger of a map. Looks amazing in every place you go. The layout is quite nice as well. Solid work on this level. The sawblade getting more bloody is a super nice touch. There are some FPS issues in areas, which is my biggest issue.
FPS is pretty bad.
Good execution on theme, great atmosphere.
Layout is tight but overall simple, providing enough options for both teams to continue to be interesting after many rounds.
Really cool looking map, and the sawmill is a cool concept.
Very gorgeous visuals and setting all around. The gameplay is a bit of an oddball. It's extremely fast paced with little option for utility. Map definetly favors the mid to short range angles but the wallbangs add a nice layer of complexity to it. It has its up and downs with this style. Framerate is a bit of an issue.
looks nice, unique theme, gameplay is nice, Ts have options, height variance is nice, and there are different afterplant spots, site is not too open which is good, however I think it would be tough to plant, clipping is ok but it is possible to get to certain areas you should not be able to
Overall the map look awesome, I love the theme! Great Job! I did spot some z-fighting though and some textures felt a little low res/off.
Good sound design overall, but it did feel a little quiet. I also wish the saw blade was louder, currently it doesn't sound as hazardous as it feels. The clipping is generally good, but there are spots where you can boost and escape the map or throw bomb outside the map. Plus, I don't quite get why you have made the clipping so low in CT spawn. In terms of optimization, running around the map, the map does have a bit of an fps problem. It definitely needs more optimising, I advise you use this to help you out: "https://imgur.com/a/SGRlKgl". The radar looks nice and readable as well. The visibility is a little poor due to some visual noise.
Overall good layout, I do think fundamentally this map is very good. I do wish you didn't have so many hiding spots on the bombsite itself. Cool layout, just wish the frame rate was better.
Great Map overall, it was visually stunning. Now, it definitely needs some optimisation. Good Luck and I can't wait to play more!
The frame drops on this map are inexcusable. It's such a shame, because it would have been such a great map. The layout isn't unique, but it's an idea that works pretty well.
Sawblade very cool. Nice attention to detail with the supply chain of wood logs. Layout looks simple but fun with nice amount of height variations, entrances and cover. Art is not outstanding but gets the job done and is not too cluttered. My laptop struggled a bit with the map, I believe it could have been optimized a bit better
Colors feel a bit "cold" and unsatisfying at times, nice compact layout.
https://steamcommunity.com/sharedfiles/filedetails/?id=2243547004
10
Pithead342Fantastic theme. Well executed. The level was a joy to run around. Lots of attention to detail. Layout is really nice as well. Awesome job on the level.
Lovely map visually.
Layout is easily learned, yet retains playability.
Solid entry.
Map looks quite cool, and it plays quite well.
A breathtaking view where ever you go on this map, the visuals are done so well. The gameplay is a bit more on the mixed side. CT's have a rush advantage pretty much on all T chokepoints, and utility is extremely easy to use on the chokepoints as well. The main bombsite route is a fast duel that can easily be shut down or expanded using utility. The other route feels more like a Mid, showing several entrances over a decently sized area. This takes more priority of gameplay since this has all the connectors and flank routes. A lot of the gameplay just feels like it depends on this bigger area instead of the bombsite, which hardly sees action. The map really just needs a bit more love toward the objective of the map and it can truly be amazing, since your visuals already are doing great!
de_wingman_15, looks nice, nice afterplant spot in the corner
The map visually looks very good. I love the theme. There are a few minor details on the map that need a touch up, but overall it looks good.
The optimisation on the map isn't too great. The clipping and sound design on the map overall is good. The visibility on the map also feels good. The radar is also nice and readable.
The layout is pretty good. I do feel like the map engagements slightly take a while. I think the map should be vertically squashed a little. I also feel like long path for T's is a little uninteresting and needs some kind of connector. The flow of the map is pretty good and fundamentally I feel most things are good about the map. I dislike that your bombsite isn't at the focal point of your map, but stuffed away into a corner.
Overall a really good quality map, Good Job!
Was a pleasure to play. For some feedback, please remove the ivy on the corners, that's where you'll be looking most of the time, and it pointlessly obstructs vision. Gameplay needs to come first, and angles need to be intuitive and smooth.
Healthy amount of chickens in the map. Suspiciously clean floor in one connector. Map feels a bit too big for a wingman map and bombsite does not quite feel like the centre piece of the map. Theme is not the strongest but is executed in a very solid way with only a few outliers.
A generally quite pleasant map that doesn't always withstand close scrutiny.
https://steamcommunity.com/sharedfiles/filedetails/?id=2239575326
11
Paradise334Nice theme and color usage. Love the flowers that add some contrast around the level. Layout is simplistic and works pretty well. Great work.
Looks lovely, the effort put into this map is noticed.
Layout is pretty simple, but that just means it's fast to learn.
Map looks great and theme is really cool. I think it could be quite difficult to plant though.
It's one of the more fun fast paced maps of the contest. T's have a lot of options right off spawn from the routes to utility options. The problem is the lack of options for CT's. While it is a 3 lane map, with good timings, T's can quickly assert themselves to control the middle area of the map and its rotations. That leaves the CT's to fight mostly around the angles of the bombsite house. The map looks good and still sees a lot of variety in gameplay regradless of this and its fast paced action. The only real problem now would be the lack of optimization.
looks nice, hard to see enemies, good clipping
The map looks stunning visually and I love the theme! Some of the rock textures are a little low res and don't look too great especially close-up.
Loading into the map the first noticeable thing is the poor optimisation on the map, which really hurts the polish score. It definitely needs to be improved. The map is clipped very well, i love the sound design and the radar looks pretty and is well readable.
The layout is quite open and the bombsite focuses on a very close combat area of the map. The bombsite is a little lackluster in my opinion. I do not mind the openness of the map, but I wish the map had better and more significant/important cover, currently it feels very random. Overall, I do like the map, just the bombsite and cover needs improvement.
I hope you keep working on the map and optimise the map well. Good Luck! and Great Job!
I'd love to visit here and just relax. The angles are deceptively good in the middle of the map, it felt like it was going to be a mess, but when we started playing they made sense. I don't like gameplay around the Rocky areas, felt clunky and bland.
Area around bombsite feels quite open, could be tough for Ts who enter from quite narrow chokepoints to enter. Art looks nice but has elements which look out of place or uses assets that could have been of better quality.
Visually striking. Layout is too flat. Sometimes inappropriate texel density (cliffs for example). Skybox should not have grain on it.
https://steamcommunity.com/sharedfiles/filedetails/?id=2230085582
12
Mildew332Amazing work. Love the layout. Love the visuals. Even have cars driving on the roads above. Very VERY good level.
Visuals are strong
Pathing feels good.
Options for both sides feel viable.
Engagement points seem well thought out.
FPS is a bit rough.
Map looks interesting but a bit cluttered. Could do with some refining.
Visuals definetly compliment the gameplay here.. T Spawn and much of their rotations and entrances start along a river. There they have lots of options and can stop pushing CT's which the map encourages. The inwards of the buildings is closer range and then the bombsite that sees quite a bit of action offers both the close and longer range. I really like the layout and is overall a pretty fun map to play. Only negative thing I could say is one of the bombsite crates has a off-origin collision model.
looks quite nice, different areas defined well, site it potentially a little too open, nice routes for Ts, nice boost up to a view onto site, clipping is good but could do with ceiling clips, reversing cars
I love the theme you've gone for, the river area looks fantastic to look at. The 3d skybox also looks really good, though I feel like a little more detail could be added in the distance. The inside buildings also looks very good and well detailed. However, I do feel like the brick textures feels slightly flat. Overall really good looking map.
The visibility, radar and clipping look solid overall. The sound design is good, but definitely could be improved. The map needs more optimisation, the frame rate is a little low in some parts of the map.
I do like the layout, however I feel like the pathing especially in CT spawn feels poor. I don't particularly like the bombsite location, i wish it was the focal point, but this still works decently. I think due the weird pathing in CT spawn the flow feels a little rough. The verticality, sightlines and cover all feel good otherwise.
I hope you keep refining this map. Good Job!
This map has a lot of potential, but there are some serious framerate issues. I also feel like the layout could be modified a bit and the specific angles refined.
Layout is a bit too convoluted. Bombsite feels a bit like an afterthought and not as a centrepiece of the map. Art is well executed but a bit too straight forward to really stand out. Cars driving backwards on the street in the skybox are hilarious.
A good level of polish applied to a somewhat unevenly recognized theme.
https://steamcommunity.com/sharedfiles/filedetails/?id=2244493942
13
Hanok327Looks unfinished in some places, some dev blocks are lay around. What is here and done, looks fantastic. Great assets and use of them on the level. I really hope to see this level completed. The func precipitation acting as leaves was a nice touch.
Nice small map, looks great. Love the details.
Layout looks well thought out, could imagine a lot of different approaches for both sides on the map.
Map looks really good and the theme is very unique. The plant zone is quite small with little cover though.
Without the proper use of utility, this becomes of the most fast paced maps of the contest. It looks to provide a nice combination of long and short angles to use, but with such fast timings, it instantly becomes a bull rush of firefights that make the bombsite completely ignored. This map really needed a bit loger on the timings and some other encouraged uses of utlity outside of stopping/encouraging rushes. It's a shame too since all the fast paced gameplay makes you ignore how great this map is visually. Otherwise, there are just some minor clipping bugs and some exterior dev areas that need cleaning up
dev texture behind T spawn, aesthetics are nice as a whole, however certain parts really contrast with others, no real safe plant as the site is very small with little cover and open from a lot of different angles, clipping is ok
Visually the map looks very beautiful. I love the theme and the attention to detail that has gone into the map. The outside of the map however feels very incomplete and definitely needs more content.
The sound design and clipping on the map are pretty good, but both could use a little more love. The radar is nice and readable. The frame rate is slightly a problem, but overall is fine. The visibility is a bit of a problem though. I feel like there is too much visual noise all over the map, which is annoying/strenuous on the eyes. The map also doesn't seem to have buyzones.
The map plays pretty well. I do think it quickly becomes a 2v2 deathmatch though, since the map is rather small and the bombsite is given to CT's straight away. Also, the map is very compact and doesn't have a lot of negative space, which has both it's ups and downs. Some angles and sightlines are a little tough though, especially because of the visual noise the environment has.
Overall good map! I hope you keep working on it, Good Luck!
Beautiful map! Where most of the maps have very complex layouts, this one has a simple layout, almost too simple. It's very intuitive where to use utility. My only complaint is that the abundance of colors around where players stand takes away from the visibility and thus the gameplay.
Pagoda and wall with circular entrance are great hero pieces but other corners of the map look unfinished and quality of assets could have been on a higher level. Layout looks certainly unique but lacks a bit of structure.
Layout lacks variety. Textures tile too visibly. Textures lack normal maps and detail maps. Photo-sourcing is too obvious. Comes together impressively in many areas.
https://steamcommunity.com/sharedfiles/filedetails/?id=2240192169
14
Bullock325VERY COOL theme. Never seen anything like it before. The assets you have are also very nicely used. Gameplay is good as well. Nice work!
Strong, clean, well executed visuals
Pathing feels well thought out, utility usage is also considered even when inside.
Overall solid layout.
Map looks really good, but the site is a bit open.
Visually, the map is very good. Not overly detailed; just a nice, clean look to it. Gameplay does get very flat however. After the main chokepoints, any remaining action is immidiately placed on the bombsite room, and then nothing else. There isn't anywhere else for CT's to be, which makes planting the bomb almost pointless. There needs to be more depth put into the layout. Give CT's options behind the site and develop more gameplay around the map. Also the one way bangable wall doesn't feel good at al to play.
looks quite nice, not much cover or options for Ts, ok clipping
I do love the aesthetic, theme and geometry of the map. My minor urkes would be some of the textures looks slightly off and the 3d skybox needs a bit more love and detailing. It might be smarter to lower it in the skyline as well, I think that's causing the issue. Also, the fog in the skybox feels a little off. Overall you have done a really good job!
Clipping, sound design and the radar are very well done, good job! The frame rate and visibility on the map are great as well.
The layout is quite weak in comparison the the art i would say. The map needs to give both sides more options. Currently it feels like there are only 2 lanes with 1 minor route due to the upper area. Fundamentally it's good, just way too simple. I also, do not like how the bombsite is given to the CT's straight away. I wish the bombsite was more of the focal point of the map.
Overall the map looks amazing, I really hope you keep working on it and make those layout adjustments. Good Luck!
I think more work needs to be put into the specific angles and the layout of cover, I didn't feel I knew where I wanted to stand intuitively. Don't be afraid to deviate from what you think a room would look like in real life to make it more interesting. Maybe someone stacked furniture into a pile for strategic cover?
Layout is a bit too straight forward, without much room for gameplay variations between rounds. Ramp leading into the bombsite is a big architectural no-no. Upper level feels out of place and not well integrated into the art. Level art is rather sparse and not very inspired. There could've been done more to sell the theme of a restaurant / hotel at the top of a skyscraper.
Layout ends up being a bit boring, flat, long-distance, one-note. Overall really competent visuals that also tend to feel a bit flat and standardized.
https://steamcommunity.com/sharedfiles/filedetails/?id=2244265766
15
Grassetto319Very nice use of inferno assets. The level looks amazing with nothing out of place. Places are detailed very well. There is some strange clipping on A site for where you can and cannot god. Wish it was more readable as a player. Nice map.
Both teams get decent options on how they approach the map.
Visuals are fine, but it does feel like inferno.
Map looks well done and nice, but the theme is a bit boring. I like how it plays.
A small, pretty map that has had some thought put into its chokepoints. Even with how fast paced it can get, there always are good options to slow down and utilize different strategies. The bombsite however lacks any decent gameplay since it is right on CT Spawn and there's little chance that any CT would be alive with the few areas you have to clear by the time you made it there.
looks nice but the theme is quite samey, nice height varience, nice unique routes and good afterplant spots, good clipping
Visually the map looks stunning, with the use of stock assets. The 3d skybox could use a bit more detail though.
The clipping and sound design are well done. The visibility and frame rate are also good. The radar is also nice and readable.
The gameplay is alright. I think it might be a little too simple, but overall the sightlines and cover are good. The bombsite location is not in the correct location in my opinion. The bombsite is given to CT's straight away which makes the objective very under used in games.
Overall solid wingman map, I hope you make some layout adjustments. Good Job!
The angles and layout is very well designed for a Wingman map, the people I playtested with liked this one the most (and they play Counter-Strike every day) I would have liked it more if the theme was unique.
Layout and theme are a bit too straight forward but well executed none the less.
Pleasant lighting. Skybox very low resolution, low poly feeling. Layout overly simplistic.
https://steamcommunity.com/sharedfiles/filedetails/?id=2242641363
16
Mostar319Nice assets in the level but some things feel "cartoony?". The stained glass chicken is really awesome. Lots of love went into this level and it shows. Great work on the map.
Looks very nice.
Could use some more thought on side and some variation in cover around the map.
Map looks really cool and is clipped well. Enjoyed the gameplay.
It's a very nice setting and look overall (especially the chicken tower). My main concern goes to the gameplay. The bombsite and area around it is very lack luster for CT's to use. They are instead forced to play the chokepoints which two of the three are tight spaces that T's just need a second of precaution to make sure they can't get rushed. A bit of easy utility leaves CT's to fallback to either 2 crates, angles around the bombsite tower, or angles back in CT Spawn. Map really just needs some options on the bombsite, especially for CT's.
chicken window is nice, lots of work done to outside the map, different routes provide nice options and different angles, bombsite is a bit plain and lacks cover except the central pillar, good clipping
Visually the map looks pretty good. I do feel like the textures are a bit weird though. They somewhat feel a little noisy/grainy. The general level of detail on the map is pretty good. I do really like the theme you've gone for as well. The roof textures in the 3d skybox don't look great as well.
Clipping on the map is good. The sound design is fine, but it would've been nice if you added some unique elements to it. The optimisation is good on the level overall. The radar is nice and readable, wish it was stylised to the theme more though.
Layout wise the bombsite feels very uninspired and the zone is very small. The paths are also very simple and the gameplay feels a little dull. I wish you added more routes and allowed for more movability around the map. Currently it feels like 3 lanes, with no connectors and you've given the bombsite to CT's.
Good effort overall! With a little more work I can see potential in this map, I like the theme. Good Luck!
I enjoyed playing on this map, but the layout was incredibly simple and after only a few rounds I felt that I had experienced the entire map.
Colour palette feels pretty grey. Areas feel rather empty. Layout is quite straight forward.
Textures are almost always too contrasted, sharp. Layout is a bit one-note. Invisible walls lack plausibility.
https://steamcommunity.com/sharedfiles/filedetails/?id=2241283013
17
Recovery (Wingman)315Great use of stock assets. The Newk assets have slowly been overused so it isn't as "unique" as the level could be if you used a different set of assets. The outside of the level is beautiful. Overall nice design work just lacking unique assets.
Great remix on the nuke assets.
Pathing feels thought out and well made.
I really like the look of the sunset vista but I think the HDR needs toning down. Everything is clipped well.
Layout is overall very well done. Each T route has its options and utilizations. While there is a lack of gameplay on the bombsite, the area around it sees much action. It's a good area to contest in and thus, the objective is very well used. And while it's mostly a nuke asset flip visually, the visuals are still very well done and creative. Only gripe I have would be some of the cheeky angles you can get using either team's vent. Also, the sun almost gave me blindness.
props for using refracting textures, nice smoke effect under the site and effort gone into non-playable areas, sun is far too bright from T spawn, lots of nuke props, at some angles the lake looks completely yellow like piss, nice options gameplay wise but no safe plant or really and cover on site, radar looks really sharp and not a fan of it
The map visually looks very well detailed, great work of assets. However, the sun in T spawn is a little blinding, but overall the outside of the map looks pretty as well.
The radar is a little weird, there seems to be some issue going on with it. I do like the overall sound design. The clipping of the map is good as well, but I am not a fan of the invisible walls in T spawn. Also, the game performance in T spawn is also a little low. The visibility also seems fine.
The layout is too limiting to T's. The bombsite doesn't feel too interesting. I think you need less cover, but more significant cover. I think you need to give T's better options, currently they are required to push 3 tight chokepoints. The map also feels slightly claustrophobic.
Good effort overall. I think you need to refine somethings on the map, keep working on it. Good Luck!
I appreciate the original idea of putting the bombsite in the middle of the map away from both spawns, it was a unique idea and it surprisingly worked in this context. Good use of the Nuke assets, it's very clean, but felt a bit too repetitive. Most areas looked alike. The angles in the main room could be made more interesting, and it isn't intuitive where someone should stand.
Sells a nice fantasy from the T spawn, would've been nice if the CT spawn was similar. Map has a lot going on, maybe a bit too much both in terms of art but also gameplay. Generally great use of nuke assets but in the bombsite room it feels too cluttered. Some areas the boundary between OOB and gameplay space is not very clear.
Layout is maze-like. Well constructed using default assets, but no real custom assets to speak of. What custom textures/signage there is feels low quality.
https://steamcommunity.com/sharedfiles/filedetails/?id=2239875817
18
Cavelyn310Love the cave visuals. The glowing objects are also very nice and contribute a lot to the design of this level. The color correction on the crytsal is a very nice touch. I feel visability is lacking in some areas due to the overall darkness that the level has. Other than that very nice.
Map is unique and stands out amongst the rest.
Simple to the point.
Some areas in the map feel great while other are lackluster in comparison.
Great entry, but feels like it could have been pushed further.
Map looks really good, but site is very open.
Very well designed map for being all in a cave. The routes and visuals feel nice and there are plenty of options for utility. The main issue is CT Spawn. It's a dark area that CT's can watch down on the bombsite from above at a distance. This makes the bombsite quite a bit harder to take as a T without some lined up utility and a quick plant. Just some added lighting there can make an already good map even better.
like the unique theme, really like the lighting up plant things, nice options for Ts, site is very open and I don't think the bomb would ever get planted, good clipping, I like how it lights up the closer you get to the green crystal
I love the structure and geometry visually. The map looks stunning in some places. I do think a few of the walls feel slightly empty, but overall really good detailing. Some of the cave walls could've used some colour variation. I love some of the visual lighting elements you have incorporated also. The fog in the 3d skybox could be improved.
Good sound design and clipping, however i'm not a huge fan on invisible walls. The radar is nice and well-readable as well. The level has good frame rate, but there are a few visibility issues.
The layout also feels pretty solid, there are a few sightline issues, but fundamentally it's pretty good. I do wish the flow of the map was a little less rigid, but overall good layout.
Good map overall. I hope you refine a few things, but great job!
something I haven't seen before! It had a great atmosophere. The visibility outside is poor, there isn't enough contrast with CT models in the darkness. Some of the lights are too bright, which distracts from the map. There are a few awkward angles, and gameplay mostly happens around the Crystal. It doesn't make much sense for CTs to do anything except camp the bombsite in the dark cave.
Theme is cool but gameplay could suffer from the invisible walls along the outer edges of map for the use of utility.
Cute map. Lacks detail. A little bit on the silly side.
https://steamcommunity.com/sharedfiles/filedetails/?id=2244396226
19
Stardust310This feels like one of the older Coop-Strike maps that were in a while ago. Very well done, the level looks amazing. Great use of assets. Amazing use of lighting in a night level. Lovely level
FPS is an issue.
Good, straight forward visuals while maintaining visibility at night.
Well thought out pathing, map feels like a CS map.
Very nice looking map. I also like that the hostage zone is not too cramped and Ts can't just camp it for easy kills. Looking good.
Your chokepoints seem very well designed. While fast paced, there's a good use of utility to develop longer engagements. T's have nice rotations between their two routes and an upper room plays powerfully for either team that utilizes it. Only problem is that the hostage is almost all the away to the back, leaving a lot of rounds as deathmatch, although the hostage always seemed accessible so it always acted as a money bonus for CT's. Only other problems would be the hostage zone right on CT spawn making it, again, more inclined for deathmatch, and the radar being a bit off. A very fast paced, fun map overall!
impossible to take and then rescue hostage, looks like rust from MW2, clipping ok
The map looks great visually overall. I do feel like some models and textures look slightly weird/off. I love how detailed each area is on the map, looks great! The outside of the map is lacking some detail however and feels a little uncomplete. I also like the theme, it reminds me of Lite a lot.
Map needs more optimisation, I advise you use this to help you out: "https://imgur.com/a/SGRlKgl". The sound design is good and the radar is nice and readable, but a little more fitting to the theme would've been cool. The map is generally well clipped, but some stuff is clipped which does feel like you could get to normally.
The layout is fundamentally pretty good. I do wish the hostage was put into a place where it got captured more, currently it feels very rare to rescue the hostage. Also, a bit more complexity to the map would be much nicer, such as a minor additional route.
Good Map overall, I would love to see more work on it. Good Luck!
You monster, you made me enjoy a wingman map! The dynamics of the jumping puzzle were VERY fun. I noticed there's some thought put into where players should play, but I think you'll find in practice more experience players will take less interesting angles, such as below the shipping containers. This map has a lot of potential!
Slightly ajar door needs to be killed. Some containers on radar appear as accessible. Ts have complete control of the hostage from the very start which could turn the gameplay quite stale. Art and lighting feels off in some instances.
Needs attention to complimentary color theory in lighting and textures. Use of color generally feels random. Star texture very low resolution. Elevation feels awkwardly and artificially incorporated into gameplay.
https://steamcommunity.com/sharedfiles/filedetails/?id=2095696000
20
Earth Local Standard Access
308Very awesome design and visuals. Well rounded. The "eath" kitchen feels out of place some what. Well rounded layout that has lots of options for players. It feels like you may have run out of time on the space shuttle models, which is sad becuase they look really nice other than their smoothing group issues.
This map is out of this world.
Very well done, enjoyed the attention to detail.
Though very small, all space feels like it's used to its full potential.
Map looks extremely cool, I like the space theme and it is executed well. Lots of points for polish for the cool gravity effect at the end.
With such a short distanced map, I like how well it uses its verticality to make up for it. Even with it mostly using nuke assets, the visuals of this map are utilized very well especially against the backdrop of space. The flown in ship was a nice surprise as well! Definetly a unique entry!
very unique theme, looks great, probably bought skybox, check layout, not great clipping, good bomb clipping, strange but good easter egg with ship, gravity being removed on bomb explode is cool
I love your theme, I just feel like it wasn't executed too well and the layout has slightly let it down.
I think the space theme was a brilliant idea. I just wish the map had more smaller gimmicks to enhance this space experience. Having less gravity could've been cool and sounds being muffled could work since you are in space. I love the touch when the bomb explodes as well and the round runs out of time.
I think the layout too simple. It needs more content and more paths. Currently feels like a quick 2v2 map. The objective can easily be forgotten about.
Visually the map looks great in some areas, but off-putting in others. Such as, why is there cement in space?
The clipping and radar on the map is good. I wish a little bit more attention was given to sound design, since it is in space. The optimisation is also fine.
My final thought on this map is, I would love to see this theme continued and further enhanced. I love some of the gimmicks you have incorporated, I just feel like somethings need more attention to detail. Good Luck! and would love to see more progress on this map.
https://steamcommunity.com/sharedfiles/filedetails/?id=2161810835
21
de_aurora306Nice skybox. Some strange stuff happeneing at the edges of the aurora texture, assuming due to scrolling and wanting alpha fade at the edges. The layout is pretty good and seems fun. The core of the assets are Newk which have become stale over the years.
Great theme, well executed.
Frame rate is pretty rough.
Layout is compact but still have a lot of thought put into it.
Map looks cool but I think the aurora in spawn is a bit too vibrant and flickery.
Visually, it's a very pretty map, apart from the change in water speed due to the skybox transition. Gameplay is where the problem is. The routing is fine and has good options there, but the bombsite is where the issue is. Six entrances. That's how many this small bombsite in this tiny room has. Gameplay became so chaotic within and around the bobmsite area, that planting the bomb became less and less utilized. The bombsite area just needs some simplification on its entrances and some complexity on playing on it.
subzero assets, too many connecting routes but bombsite is interesting, looks like you can boost over railing near T spawn but can't, 3d skybox water is different scale, expected ice to be solid, "GetSpriteAxes: Bad sprite type 1063059456" spammed in console after dying?
The map overall features some great elements, but lacks in others. I love the skybox, it's very pretty and amazing to look at. However, i do feel like the 3d skybox is lacking some detail, it is quite barren and empty at the moment. I do think some of the textures are a little low res and the lighting could definitely be improved in some parts of the map. I also feel like some assets do not quite fit the theme as well.
The overall sound design could definitely use a bit more detail. The radar looks pretty and is also well readable. The optimisation is decent, but some parts need a bit more work. The visibility is also a little poor in some areas.
The layout is pretty solid. You've got a nice amount of paths and the map generally feels fun. I do think some of sightlines are a little weak and parts of the map feel a little too complex and the flow isn't great, especially on the bombsite upper area.
Good map overall! I do hope you are able to visually make the map look better. Good Luck!
I really liked the gameplay of this map, the main room is well designed and the angles were clean. Distances are too short for Counter-Strike though, which means Shotguns and SMGs are viable. Compared to other maps, there is a lack of polish, especially in the water and surrounding scenory. This map needs more work in optimization, my FPS drops almost low enough to impact gameplay on my beefy rig on 1080p full graphics.
Layout seems to be a bit overcomplicated. Art is decent but feels cluttered. Overall the elegance is not quite on par with other competitors.
Cool premise that lacks polish. Layout is dull.
https://steamcommunity.com/sharedfiles/filedetails/?id=2241358015
22
Jinja306Well done on the theme. Very well implemented. Layout is pretty great as well. There is some nodraw that is visiable in various places when jumping. Some other places feel bare, but that could be due to the theme.
Map looks great.
Layout is well thought out.
Very cool looking map but the bombsite is a bit basic.
An all-around well made map. It's a safe layout with the 2 side routes, the 2 connectors into the bombsite, and the 2 front entrances into the bombsite. It's style is pretty clean and readable. Overall a pretty solid map. Could really use a clipping pass though.
looks nice, nice routes to the bombsite but the site itself is lacking much going on, looks like clipping was only done on the brushes so is lacking a lot, possible to see outside the map end at the side route on the right of T spawn
I love the theme you have gone for and the geometry looks very pretty as well. I do think the map is quite under-detailed at the moment. A lot walls feel empty and also some floors do as well. I think a little more attention to detail would also be great as well. The 3d skybox is also quite incomplete.
The clipping attempted on the map is a little weak, you can escape and throw out of the map in quite a few places. The sound design also needs more detailing as well and some uniqueness. The frame rate, visibility and radar of the level are all very good.
The layout is pretty good. It has good flow, pathing and sightlines. I do think the cover could be improved and the verticality on the map, it's a little flat at the moment. The bombsite objective is a little underwhelming, try to add something interesting.
High quality map overall. I hope you are further able to enhance the visuals and finish it off. Keep working on it and Good Luck!
A great map to play on, I think the layout is well done for a wingman map.
Map feels unfinished and empty in most places. Layout is a bit too straight forward, lacks a bit of innovation and elegance.
Pleasant vibes, but poor texel density. Layout is too flat.
https://steamcommunity.com/sharedfiles/filedetails/?id=2242524391
23
Ardent297Nice, simple, clean level on a tower. Gameplay is quite nice as well with many options for both teams. The vent for nades is pretty sweet as well. Nice work on the aesthetic and custom assets.
Visuals are above average but could still be pushed further
Layout has some interesting design choices and both teams have plenty of options.
Really nice looking map that plays quite well.
A very well done layout. The chokepoints are fair and both sides have options for styles of gameplay and utility. Bombsite, while a common area for gun fights, sees not as much bomb plant action as I'd hope for, unless it's quick plants since those seem the most common for the times the bomb does get planted. Pretty good visuals too even if the 3d skybox towers sitting atop 2d skybox buildings can seem a bit...trippy? Very well done overall.
visually quite nice, bombsite is quite empty, I like the unique way of showing the bombsite area using the pegs, clipping is ok, feel like you should be able to jump onto the railing next to site though, grenade vent is nice, I like the paper hat/boat
The art direction, style and theme of this map is awesome. I wish it was finished. The 3d skybox is unfinished unfortunately and parts of the map need more detail and feel empty.
The clipping is generally good, but some parts feel like they should not be clipped and there are a few spots which need clipping as well. I generally like the sound design of the map. The radar is nice and readable, I just wish it fit the theme more. The map also has good game performance and visibility.
The layout feels very separated and equals for low movability, however in my opinion wingman maps should have high movability. The flow of the map also feels very restrictive for T side. I do like the bombsite and most of the placement of cover. The map also has a good amount of verticality. The middle corridor sightline also feels a little unfun.
Great theme overall, I hope you are able to further make adjustments to the layout and finish the map. Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2243562053
24
cs_light296Really nice level. The wooded area is very well done, and nothing feels out of place. Lots of routes and options for players. Over all nice.
Great atmosphere on this map.
Colour does feel a bit one tone in nature and could have been pushed a bit further.
Layout puts considerations for both getting the hostage, and rescuing the hostage.
Very good looking map.
The map follows way to closely of a defusal layout. A lot of the map is forced to be cleared in order to get to the hostage as a CT. After that, you have to run all the way back to spawn since that shares the hostage. Layout needs to be more focused on options to take the hostage and routing toward the rescue zone. It's a pretty nice map visually, just needs to be taken more toward a hostage layout approach.
looks ok, nice paths but the hostage is never going to be taken, good clipping
Visually the map looks very good. I do think the green tint is slightly overdone though. I wish areas were visually a little more unique as well. I also think the 3d skybox of the map could use more detail as well.
The clipping on the map is well done. The sound design is minimal. The radar looks good and is well readable. The frame rate is slightly low as well.
The map has good gameplay overall, especially fundamentally. The only problems I have is that the hostage is too gifted to T's and therefore results in the under use of the objective. The map is also slightly too open and there is a very minor lack of significant cover.
Looked like a TF2 map at certain angles. It's a good layout for a Wingman map. Some of the angles inside are awkward. Becasue of perspective, a good player will never stand near a corner, they will get as far back as possible, so there are points where CTs don't have a good place to stand.
name does not seem to align with the theme. Theme is well executed for the most part but rather uninspired. Gameplay could suffer from Ts having complete control of the hostage from the very beginning.
Overly flat layout, lots of visual glitches/lighting bugs. I love the vibes here though, wish I could rate it higher.
https://steamcommunity.com/sharedfiles/filedetails/?id=2244245463
25
Expo283Really great start to a level. You have plenty of really nice assets inside this level already. It feels like you may have run out of time while working on it. Some areas just feel empty. The aesthetic of the clean feel is good and helps to reduce this feel super awkward. The outside areas are well detailed. Gameplay is fune as well.
Some areas of the map feel empty, like it's missing something.
Both teams feel like they have decent options.
Map feels a bit big.
I like the map. The gameplay is a bit complex and long but it plays well.
While the concrete wall texture all over CT Spawn is a bit of a mess with its shadows, the theme and other visuals are very well done. A lot of good styles of gameplay, although most of it seems focused on the routes and areas on the floor above the bombsite. While it would make a lot of sense for the bombsite to be there, T's do get a fast route which they mostly control as their 1 entrance directly into the bombsite. It's pretty strange how these chokepoints work, but the bombsite did still see a lot of action during playtests. It's one of the stranger layouts of the contest that surprisingly works out well.
looks ok, seems a bit too complex, no real safe plant, nice verticality, clipping is alright
The level looks visually pretty. I do believe some of it could use a little more attention to detail and some walls feel slightly empty as well. Overall good job! it just needs a bit more love.
The map is a little large. T's get three strong options whilst CT's get the bombsite. I think CT's are quite limited here. It feels like as a CT you gotta push an entrance and take control of it. I think CT's need more area/cover to fight and defend from. The bombsite itself is good and fundamentally so is the whole level.
The map is polished well in all aspects.
Good map overall! I hope you keep working on it, Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2243799245
26
Bath280Missing some clipping on some stairs. Great work including the radar levels into the assets on the level. I like the aesthetic and location of the map. I wish the "pit" did not kill you and was just clipped off instead. Some areas are slightly empty / bland.
Some areas of the map feel unfinished compared to other areas.
Pathing could be simplified, feels like a lot of redundant pathing that adds little value to the core ideas of the map.
Random death pits don't look like death pits.
Fun map, but visuals are a bit basic. I like it.
The layout is quite complex, but the gameplay is boiled down to the courtyard and the lower hallways. However, the upper balcony area T's get for free makes little sense. While it was never too overpowered, a free view onto CT Spawn seconds into the round that can cut off rotations and kill any passive holding spots near the bombsite never felt good. Combine that with the bombsite so far into CT that it almost never sees bomb plants, and you have a pretty lacking layout. Visuals looked good in most parts, some parts either a bit bare or feel incomplete. Map defiently feels like it needed just a day or two more for its visuals, but probably needed longer to adjust some of these layout choices.
unique theme, site is a bit bare, nice verticality, clipping is ok
I love the art direction and theme of this level. Currently it feels quite under-detailed however. There are some walls that are pretty empty and need more attention to detail. I do like the lighting in the level, it's well done.
The map is clipped well and the sound design is fine as well, but could be improved. The radar looks good and is well readable. The optimisation is done well and the I got no visibility issues.
The layout feels incredibly confusing and hard to grasp. There are many snaking paths and the flow of the map just doesn't feel very smooth. I think the pathing needs some simplification. One thing I do like is that the verticality is done well.
I love the theme, I really do hope you finish the map! Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2244067608
27
Cumbre274Nice clean theme. Looks nice in a lot of places. Some places are missing edges details and such. Gameplay is nice with lots of options.
Visuals could be pushed further.
Pathing feels good.
It is possible to pixel walk in quite a few places. I like the clean look of the map.
Visually, very pleasing overall. I like the simple aesthetic and visuals, but there are some areas still feel incomplete. Layout wise, the routes feel pretty good. T's have their options of 3 routes while CT's can choose to play up close and aggressive or back and play the more passive angles. Only problem would be the tucked away bombsite, giving no chance of the bomb being planted on this map since the CT area would already be flushed out.
possible to runboost on the top of a doorframe and see loads next to site, site is very open with little cover which makes it seem tough to plant in a gamemode where you barely plant already, nice use of 45 degree angles
The map looks quite under-detailed at it's current stage. I think the walls are pretty empty as well. I do like the theme, but I think you also need a bit more creative freedom with the geometry and structure of the map. Some of the walls also feel a bit empty as well. Plus, the map doesn't have a 3d skybox.
The clipping on the map is fine, however some details have been missed. There is no sound design on the map. The radar is good, nice and readable. The visibility seems fine on the map.
I really like your layout, it's very good. Fundamentally I like everything! Only minor problem is the lack of negative space and the bombsite objective isn't too unique.
I really hope you finish this map. I really like the layout. Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2094045810
28
Oyster272Love the theme. Underground is such a cool theme. Very well executed as well. Some assets coule use some refinement.
Feels like a great start to a map, but needs more time in development.
Layout seems well thought out, and provides lots of options for both sides if they're willing to get creative with utilities.
Few exploits.
Map looks very cool. I like how it looks but I think the map looks a bit too clean. It needs a bit more detail and grime and dirt.
I like how well done the theme is here. I see you had fun with the signs too. The main issue here is along the metro; it's a long, awkward route for T's to push up to. CT's have lots of cheap angles they can use to pick of T's along the route. The other route of this map feels a bit strange. Both teams go up stairs to fight on a small king-of-the-hill area just to descend again, whether it be the spiraling stairs conenctor or the flank routes. It's tough designing layouts with a metro theme, but it defiently could be improved upon here. Still a fun visual map!
unique theme, nice options gameplay wise
The visual detailing of the map is pretty good, but definitely could be improved.The textures and lighting do feel off in most areas. The map is also a little too clean and many textures feel repetitive.
Generally the map is clipped well, but some things could use more attention to detail. Overall good sound and radar design. The map has good frame rate and visibility as well.
Gameplay wise the map is too simple and needs an additional route in my opinion to really spice up the gameplay a bit more. The winding staircase isn't great for flow and generally the map feels too limited overall. The sightline on the main station also feels way too long. It needs some interesting dynamics to block off the sightline. I do wish the station and bombsite were more of the focal point of the map, instead of slightly being on the side as well.
I love the theme and hope you can continue on and make a brilliant map, Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2230541612
29
Logres266Great work on the environment, looks really nice including the structure in the distance. Feels like a dig site for artifacts. Implementation is very well done.
Enjoy the theme, though the visuals could be pushed further.
Layout feels small and chaotic.
This map looks cool, but I think the gameplay is a bit cramped.
The 2 style of gameplay with a slower more drawn out and executable route vs the extremely fast encounter route is a very intereting design. Both however do have their issues. The fast route is almost instant off spawn, and losing this gives up a flank route that can easily sweep the other team's cover areas. The more developed route has nice areas for angles and to use utility, but there are some headshot angles. Overall polish is done well, but you do have a prop dynamic server bug and it can be a killer to experience.
unique theme, nice out of map detail, too much of the same thing however, nice unique gameplay areas, bombsite produces some nice angles, I wish the bombsite wasn't in the corner with all paths coming from the same direction however, ok clipping
I like the theme you have chosen, it's a neat idea. I do like the attention to detail in some parts of the map, however I feel like you need some texture variance and some of the walls look a little flat.
The layout has potential, but I feel like it needs a bit of a rework at this stage. The pathing and flow of the map aren't too good, such as the snaking path from T spawn that zig-zags through the map. I wish the bombsite was more of the focal point of the map, currently it's tucked away in the corner of the map.
The clipping is well done, but the sound desing is minimal. The radar is nice and well-readable. The visibility is good and the frame rate is good on the map as welll.
I do like the theme, I hope you keep working on it. Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2242595853
30
Testsite266Good use of stock assets to make a decent level. The theme is sadly overdone a lot of times due to the overuse of Newk assets. Map plays well, and has some fun pathing.
Good looking map.
Pathing feels well thought out.
Map looks cool but a bit too similar to Nuke. A few railing props need to be non-solid with clipping.
While the map size seems on the smaller side, the spread routing keeps a balance in the gameplay. A CT is always needed for the outside route, or at least watching from the inside. You also need to check the main entrance and listen for audio cues for the vent route. Only problem I have is the heaven area is such a powerful position on and around the bombsite, especially since it can provide some cheap angles on certain areas. Even if you can use utility on it, CT's can easily rotate out and keep pressure on the bombsite area.
nukeish, vent offers some nice options, site is quite empty, no real safe spot, no negative space, clipping is good but would add some ceiling clips just incase
The map visually looks good. The 3d skybox feels a little bare though. Parts of the geometry and structure of the map feels slightly off.
The clipping on this map is well done. The sound design is also pretty good as well. The radar is a little difficult to read. The map is also well optimised and the visibility is good.
The layout has potential, but I think you need give more options to both sides with better flow. -Currently it's a little too simple and some of the pathing has poor flow, i'm especially referring to the vents. I do think the verticality is good. I like the bombsite, but it could be more towards the T's and have more significant cover. The cover and sightlines felt good on the map.
I hope you refine the layout a little, but overall a really good map with the use of stock assets. Good Job!
https://steamcommunity.com/sharedfiles/filedetails/?id=2185221116
31
Moss264Nice origional theme. I wish there was a bit more contrast to the green with a complementary color. The clipping around the level is fantastic. Over all a nice level.
It's a tad bit too green/yellow.
Layout provides good options for both sides.
I like the idea of this map but it is very green.
I wish there was some more varience visually instead of the same building schemes and yellow-green colors everywhere. I know it's trying to stick a theme that way, but some varience would really help this map out. The layout is actually quite good. Some good options for T's to take the bombsite area and for CT's to fallback, rotate, and retake. A lot of good potential, just needs a bit more on the visual side.
that thing's green, nice options for Ts, easy to get bomb stuck outside the map
Visually the map feels too green, it almost feels like a borderlands town. I like the atmosphere and aesthetics of the level. The brick texture also feels a little low resolution. The attention to detail is very good though.
I do like the custom sound design. The clipping is pretty good, it just needs to be higher there are many places where you can throw the bomb out of the map. The visibility is slightly poor in some areas, especially at a distance. The frame rate is good. The radar is nice and readable, wish it was stylised to the theme more though.
The layout feels pretty good. Fundamentally it's very good in terms of flow, pathing, sightlines and cover. However, I do feel like the bombsite is a bit of let down. I think a cooler theme objective would've been nicer and the cover was less, but more signifcant on the bombsite.
Overall the map is pretty solid. Keep working on it, with a little more love and slight adjustments I think it could be a pretty good map! Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2243311951
32
Hanoi263Level is unfinished. The stage that the level is in feels like you may have run out of time. I hope that this level gets finished as the theme seems pretty nice.
Map is detailed well and really sells the theme.
There are visual bugs, and missing textures.
Layout is well thought out, and engagement points are solid.
I like the theme and the execution but it needs expanding on. Some areas of the map are unfinished and some textures are unpacked.
The exteriors of this map look so good. There's a lot to like just going around the map. The interiors feel pretty empty and neglected in comparison. With some good utility and strategy, the layout seems pretty good. The bombsite area is slightly favored for T's to plant and actually defense, making CT's leave their comfortable angles (such as a very poweful window area) and fight toward the T's side of the map. The big issue comes on the polishing side. There's just a ton of small issues like skybox peeks all over the map. I believe a day of inteior detailing and a day of polishing would have made this map truly amazing.
a bit too much going on visually but hits the theme well, nice unique theme, some nice safe plants, black textures near T and CT spawn, overlapping textures near site, visible nodraw outside of map near site
The map has elements of brilliance, with great detailing on the parts that are detailed. However, it seems like some areas are very work-in-progress and need to be worked on. Plus, there seem to be missing textures, which is quite unfortunate. I do hope this map gets finished and i can foresee it being a really good looking map in the future.
Loading in I notice that there is no sound design. The radar feels like it needs a tad bit of touching up and so does the clipping. The frame rate is good and so is the visibility generally.
The map is a little too simple and needs an additional route I would advise to slightly increase the complexity and make it more fun. I do like how open the bombsite is, it makes the map more interesting. Unfortunately it also means the objective doesn't get played too much and becomes a deathmatch.
Overall I love the theme of the map. I really hope you finish it, because I potentially see this map to be stunning once complete. Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2233126007
33
Offshore263Good use of the Newk assets, but they are being overused lately so they don't feel unique anymore. Layout has some fun things like the vent jump. Good design work, but needed unique visuals.
Good execution of theme.
Pathing feels well thought out, and enjoyed your fresh ideas.
Map would stand a lot more if it used more than nuke assets.
Cool looking map but there are way too many places to check on the site.
A very nice setting for an oilrig complimented with its visuals. Gameplay is a mixed bag. The outside walkways is a tight area you can't move around too well during a shooutout, but is needed to prevent critical flanks. The bombsite area sees a lot of action with its upper and lower areas. However, its lower area, while a good bombsite design that gets decently used, is quite the deadzone to be in for either team and feels generally uncomfortable. Some darker spots along the lower area also add onto that.
nuke visually, outside the map looks nice, bombsite is too open, it's possible to run boost outside the map over the top of the kill trigger
Visually this map looks very pretty. I love the theme and you have reused assets very well. I do however feel like areas feel too similar to each other. I think you need to make areas of your map more unique. I also do like the 3d skybox as well. The overall is also very well detailed.
I do like the sound design on the map, I wish areas were more unique though. The clipping and radar are also very well done. The frame rate on the map is also very good. The visibility on the map looks good as well.
The map feels a little too large, currently it feels like it takes a little while to get into the gameplay. I'm not a fan of the snaking paths towards the outside of the map, I think it needs to be connected up to the map more. I dislike how the bombsite is not the focal point of the map, but put into a corner and given to the CT's straight away. I do like the jump gimmick you have added and i like the verticality on the map.
Overall a solid map. An improvement would be to use more custom assets instead of stock ones and the layout needs changes. I hope you keep working on the map, Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2240950447
34
Tonedeaf262Very nice level with lots of custom assets. The bell center piece is very nice but does not ring when shot :( Some areas feel cartoony, but comes down to how the assets are textured. Fun map
Frame rate is rough.
Some engagements feel a bit weird, but the overall the layout feels pretty good.
Bell should ring when you shoot it.
I like this map's theme and art. It has been done well. Some areas are a bit rough for visibility and the clipping needs some work for the bomb stuck spots.
Layout is a bit much in size, but the big problem is the bombsite. Waaaaay too many angles and angles around the bombsite to feel safe. This map eventually boils down to hunting down the other team using flanks and cheap angles.The Aztec assets make the ruins theme pretty nice. The map really just needs everything to be simplified.
nice theme, lots of options and angles, but potentially too many routes, no real safe plant, not great clipping, easy to get the bomb stuck
I do like the general art direction and theme of the map. However I feel like some of the textures and models feel outdated and need to be upgraded to higher quality assets. I like some of the detailing you have done. The light underground feels very saturated.
The sound design and clipping are both good, but could be improved. Instead of using "player clip" use normal "clip" next time, it's better in every way. The visibility and frame rate are good on the map. The radar is also alright and readable.
The layout needs some adjustments, wingman maps need high movability and some of your routes are quite restrictive, with long sightlines which are unfun. Some of your stairs/ramps are also too steep and they need to be softened up. I think the cover could also be improved on the map, it is a little random at the moment. I recommend you check out this guide and I hope it helps teach you more level design: "https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811"
Overall good effort, I hope you keep working on it, I really love the theme. Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2242587480
35
de_dupa261Fun level that has a nice themem. Good use of assets in the level. Nothing feels super out of place. The layout seems pretty good aside from the longer angles.
Interesting gameplay elements, with well thought out pathing.
Visuals are fine but could be pushed further.
The visuals look good but could be expanded on. Gameplay is good but I don't like how you can see into T spawn.
Some nice visuals put the setting on nicely for the map. The layout doesn't feel as nice. The side route cane easily be controled by T's since they get the angle first, or by using a simple smoke throw or a look through the window on the upper building area. The bombsite area itself is tucked away and by this point, most of the map would have been flushed out so this is where CT's usually have their last stand. The map also could really use a bit better of a clipping pass since looking over the wooden fence, jumping on it, and jumping on a roof seems very unusual compared to where the rest of the gameplay is. I will say that the one way breakable wooden hole is a nice little feature.
looks ok, nice paths, bombsite has a safe plant but seems quite difficult to hold, weird that you can see between T spawn and another path through glass, possible to boost on a wall and get above a building
I like the art direction and theme you're going for. Some parts of this map are very pretty, whilst others could use with higher quality assets and further art passes/detailing. The 3d skybox is quite incomplete. The interiors of the map are a little dull and definitely need some more love as well.
The layout feels a little too simple, currently it's just two lanes. It needs an additional route. Some of the sightlines feel quite unfun as well. I do like the bombsite, the cover feels good on it and fun to play.
Sound design, radar and clipping are all good, but could use slight improvements. The level has no visibility or frame rate issues either.
I hope you rework the layout slightly and keep working on this map. I love the art direction, Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2229243715
36
de_chill257This is a new theme I've never seen. Pretty cool. The outside area is really nice. The inside feels... Off in some way. Like it is too simple. The gameplay is neat as well with the central site. I think it needs more refinement inside though.
Nice, unique theme.
Layout is fun, lots of playstyle options for both sides.
Few visual bugs.
Site is very small but the map looks very cool. Like the theme.
T's don't have a working buyzone which means a 0 for gameplay. It's s a shame too because it's a pretty decent layout. The theme is interesting and the visuals are actually pretty cozy. Otherwise, just a few polish errors like the wall transitions could be a bit better and a dissapearing hut trim on the side route.
unique theme, looks quite nice, nice angles, however the site is very small and would be difficult to plant without CTs peeking and killing quickly, visible dev textures
I do like the theme. Some assets looks a little off and have slightly weird lighting however. I do like some of the lighting in some parts of the map, whilst others I don't. A lot of the map feels slightly empty and the 3d skybox is not complete.
The clipping is good generally, but you need higher clips on the outside of the level. There's no sound design. The radar looks good and is well readable. The visibility and frame rate are good.
I do like the general flow of the map. I think the map could've used more verticality but fundamentally it's an alright layout.
I hope you guys keep working on it, Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2244329191
37
de_enclave257Very conviencing take on Dust aesthetic. Some things are out of place like the pillars o the outside of the buildings in places. However lots of care was taken on details in many places. Great work
Visuals could be pushed further.
Layout is simple and straight forward.
Very nice looking map. The cubemaps are missing however and some props should be made non-solid with clipping.
Your map plays it very safe with its layout as it's almost symmetrical. You have your two side routes, both have connectors to the bombsite, and both T's and CT's have front entrances. So the layout is decent enough, but you should always take risks in contests like these! Visuals are pretty much the old and hr dust. Your map is definetly decent, but you should try branching out and trying something more unique!
stairs are better at 12x8, no spawns on radar, massive wooden planks on site look bad
I do like the looks of the structure and geometry of the map. I do feel like the theme is quite over-done though. Parts of the map are quite under-detailed or empty and need more love.
Overall the clipping is well done, but there is no sound design unfortunately. The radar is nice and readable. I wish you marked spawns on the radar as well though. The frame rate and visibility are fine as well.
The layout feels quite decent. There are few sightlines that need a bit of a rework though. The bombsite is in a nice location, but needs better cover and some uniqueness/significance.
Good work overall! I think the layout had potential, I would love to see this map finished, Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2237360176
38
Rift255What a cool take on Hostage for Wingman. The visuals are nice and fit are something I've never seen before. I've broken every pot...
Visually the map leaves a lot to be desired.
The core idea of the map is very interesting, wingman is a great mode to try new, daring ideas.
I think you've done a good job balancing the map when we consider half the CT team will be nerfed movement wise thanks to the hostage.
The map looks very weird and I don't like the fuzzy effect on the camera.
I always appreciate maps that try and put on a twist or try a gimmick on these gamemodes. With Rift, the concept is fun, but not properly executed within this map. Giving CT's the hostage right away completely shatters any metho of economy and will put T's at a disadvantage, even with the reduced total economy of wingman. Once you get the hostage, waiting for the heliopter at 1 of 2 random sites is interesting, but these areas are already easily given to CT's. They just need to wait and try and prevent T's from stopping them. Everything on this map puts T's at a disadvantage from the beginning. I'd like to see the layout shift more toward having T's getting more access to the hostage zones and not giving the CT's the hostage right away. The desert temple ruins is a simple theme but still nice
why is my screen fuzzy, invisible walls around it, unique gameplay
Visually the map has a cool theme, but the map needs more detailing. Currently the whole map is made out of a few textures it seems. The level needs more variance in colour. The brick texture you have used is also a little off, especially close-up. Many of the walls feel very empty and need more attention to detail as well. The grain filter you have applied to the map is very annoying in my opinion, I think it should be completely removed. The 3d skybox is quite incomplete and needs more geometry and detailing.
Clipping on the map overall is good, but I dislike how you've clipped the outside of the map. I'm not a fan of invisible walls, I feel like you could've been more creative in not letting players go outside the map. The radar is nice and readable, I wish it was stylised to the theme more. The sound design is decent. The frame rate of the map is good.
The gamemode adjustment you've gone for is a neat idea, I just don't think it's been executed well. The level rewards the CT's too much. Also, the pathing and flow of the level feels very unstructured. It reminds me heavily of the "beginner" stage of the whiteboard test. You can check that out here, I hope it helps you improve in the future: "https://imgur.com/oNfsRAX". I also recommend you check out this guide: "https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811"
Overall neat idea! I hope you utilise the feedback and keep working on the map. Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2236284003
39
de_torrid253Reminds me of FarCry. Overall very good use of stock assets to create a level. Some areas feel empty / bland. Overall safe layout that seems good.
Nice map.
Could use better option for approaching objective as T side.
Map looks really good. I like the tropical theme and it has been done well. Visibility is a bit poor in some areas but nothing too major.
The map doesn't have much to offer. It's an extremely simple 3 forward lane map with a bombsite that will probably never be used with how short and fast paced the map is. I feel that the layout should have taken chances on pretty much anything to give it some sort of depth. Also, there is a wacky, waving, inflatable, arm flailing tube man disguised as a tree.
nice theme, looks quite gameplay, gameplay looks quite good, ok polish, buggy tree sometimes which is strange
Visually the map looks good. However the map definitely needs a few more art passes and more attention to detail. The 3d skybox is quite incomplete as well, it definitely needs a lot more love.
The clipping and frame rate were good on the map, but just use normal "clips" instead "player clips". Only 1 sound is played on the map in terms of sound design, which is quite important. Radar looks alright and is well-readable. The visibility is good on the map.
Gameplay-wise the map is a little too simple. It needs more complexity too really be more fun. I would try to also spread the gameplay out more horizontally. Currently it seems vertically stretched. I would also like to see the bombsite be more of the focal point of the map, instead towards the CT's so much.
it's definitely got good potential and like the theme. I hope you keep working on it, Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2183539138
40
FRIGATE247Really nice custom assets. The doors and missiles and other props are fantastic. The shape of the ship suffers though, as it is mostly just bland brush without andy trimp / other details. Would love to see work continue on this map so it can be fully completed.
Inside looks great, could use some color to help the player understand where they are at any given point.
Outside the ship feels unfinished.
Door ways are way to tight, beyond that the pathing feels thought out.
This map looks very cool. I think the gameplay is a bit cramped however and corridors are quite small.
Most of the gameplay is tight, close quarters gunplay inside the ship. Otherwise, you have the much much longer angles on the top, especially looking through the windows of T Spawn and using the idle helicopter near CT Spawn. This is another case of a very well designed map for its theme, but it gameplay is restricted by what you can use from the theme. Still an enjoyable map regardless; had massive Goldeneye vibes from this!
inside looks nice, some nice hero props, gameplay it too much close quarters combat, clipping could do with some work, would be nice to have more in 3d skybox
I love the theme you're going for. but it is quite difficult to incorporate in a counter-strike level however. The interior detailing is pretty good, just some of the textures and models feel outdated and need to be higher quality. The outside is quite bare and needs more details, currently feels very uncomplete. The 3d skybox also feels like it could use some detail as well.
The clipping on the map looks good. However, the radar is quite confusing and difficult to read and the sound design is minimal. The frame rate and visibility on the map is good.
The layout feels very confusing. it's difficult to understand what's going on. The map feels very tight and claustrophobic, which is partly due to the theme. The multiple levels are annoying to traverse.
I really hope you can create something amazing with the theme, would love to see it finished, Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2238106140
41
de_dozen246Very cool idea. Love the chickens and over all theme. Map could really go far with some custom assets. I think that is the main thing holding it back right now. Awesome job on the little small details all over the map. Nice work.
Nice theme, good name, visually could be pushed further.
Layout provides both teams with interesting options.
Very cool looking map but I do not like the idea of harming chickens. There is also not a lot of potential for grenades.
This was a cute little theme to see. A chicken themed map is always worthy of praise. There's some nice visuals to see from the farm based outdoors to the more industrial interior. There are a few clustered spots and awkward angles, but the bombsite would be my main issue. With it being so tucked away, it seems very under-used.
ok visuals, chicken farm, some nice options for Ts, CTs have option to cut off Ts going outside if they go through the window which is nice, not very polished, can get above site due to bad clipping
Observing the map I do like the level of detail put into the map. I think it looks pretty good. The interior ceilings are a bit repetitive though and some textures do not look too good. I also think some parts of the map are very cluttered.
I think the lighting is a little dull, some spotlights would've certainly improved this.
The Bombsite does feel very cluttered and messy in my opinion and dislike how it is put into the corner of the map. I wish it was more the focal point of the map.
Some of the areas within the map feel very rough to walk around. Which hurts the flow of your map in my opinion. Plus, the map itself feels very compact.
A bit more detail in sound would've been cooler as well. The radar is good and well readable. The clipping on the map is good, just instead of "player clip" use normal "clip" next time. it's better in every way.
I believe this map is pretty cool. But I think you should call it "finished" and move on to some new projects. I think you've done pretty well with this and redoing all of it is not worth it anymore. I wish you good luck in your future endeavours!
https://steamcommunity.com/sharedfiles/filedetails/?id=2140771293
42
de_garden244Very beautiful map. The assets are amazing, great work on them. The gameplay randomization feels gimmacky and I'd almost prefer standard buyzones. Though it is a fun thing with friends. Framerate is pretty poor, and needs some work. Seems difficult to do with the amount of assets you have in play. Great visual level design. Purple shadows?
Frame rate is very low.
Besides the purple tinged shadows, everything looks great.
It's my personal belief that wingman is a great place for experimental map, the lack of structure to this level, combined the size leaves me thinking the layout choices and lack of boundries, hurt the level more than help it.
The random weapon was a neat idea, but also takes away a core element of CS, economy management.
Map looks really cool but the layout is very open and the spawning weapons thing is weird.
No idea if you purposely made this map for the contest or not since this was one of the most visually stunning maps of the contest, but the forced guns and no buy menu defeats the purpose of the wingman gamemode, so your gameplay score gets a 0. Optimization is also pretty bad and could use some tuning.
unique theme, gameplay is unique but not a massive fan of the random weapons, possible to surf the waterfall and stand at the bottom, feels like I am playing Sekiro
The map looks very pretty, don't really have any negatives. The 3d skybox looks slightly weird. Overall great job with the art.
The clipping on the map is generally good, but i'm not a fan of being able to get on the roofs and outside the map. The visibility and sound design is alright. The frame rate is quite poor. The radar is also quite hard to read.
This isn't the wingman gamemode.
https://steamcommunity.com/sharedfiles/filedetails/?id=2242696879
43
Bobbit238Neat location for the level. Outside the structure could use some fog or something to bettery convey the water. The layout seems fun and has lots of options for all play styles. The visuals could use some love as some things are very block or lacking details.
Great idea for the theme.
Even thought the layout is tight, it makes most of the available space.
I really like the outside of the map, it hasn't really been done before and looks pretty cool.
A tight spaced submarine can always be a hard theme to put good visuals and gameplay on, but I think you pulled it off deently well. The upper and lower floors make CT's split usually, which can get dull for the lack of strategy and mix-up's they can do, but visually, it works pretty well to sell that submarine theme.
unique theme, outside looks nice and clearly shows you are in deep water, multi level is refreshing but very close compact
Visually I like the theme and the detailing on the map is pretty good. The lighting needs adjustments and some love though to really make it look much better. I wish you added more minor geometry to your walls to really enhance the look of the visuals. Some walls feel slightly flat and adding some more phong to the shiny metal would look much better.
The clipping, radar and frame rate are all good on the level. The sound design could definitely be improved and the visibility is fine.
The layout feels very basic. It needs more paths and structure to play around. The bombsite feels quite compact and claustrophobic to play around as well. Some of the cover feels like it could be improved in the lower section, it doesn't feel too significant. I think you can lessen it and create more important/significant cover.
Overall I like the theme, I hope you continue working on the map, Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2171903221
44
Sibiu237Very bright level something I like. Some areas feel busy though. I think you'd want to refocus / simplify the design you're using.
Pathing feels too tight.
Visuals feel a bit all over the place.
Very nice and colourful map.
Timings on the routes seem pretty off. T's get all of the fork route so CT's can't really challenge it. On the opposite side, CT's can go all the way through apartmens and meet the T's at the ladder which is a pretty bad chokepoint. Both these routes also are tight enclosed hallways that could really be expanded upon.
looks ok, upper route is a nice option but it is too cramped, ok clipping but lots of things you can stand on eg. walls
Visually some of the map feels a little noisy. Also many textures and models look a little off and need to be upgraded to better assets. A few walls also feel slightly flat.
The clipping on the map is good, just instead of "player clip" use normal "clip" next time. it's better in every way. The sound design is minimal. The frame rate and visibility are fine. The radar is nice and readable.
The flow of the map is quite poor and needs work. The bombsite feels slightly cluttered. Some of the map also feels a little claustrophobic and needs adjustments. I do think the bombsite needs a bit of a rework, currently it feels a little messy.
Good effort overall. I hope you keep working on the map, Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2118207839
45
de_Lakewood234Unfortunately missing radar. Nice theme, well executed. Lots of inteteresting routes to use during gameplay. Some parts feel bare on details though. Overall full.
Missing radar!
Visually lacking, bit blocky and cluttered.
Map looks cool but lack of radar makes it difficult for players to know where things are. Site is a bit cramped.
Visuals on this map are really good, it's a shame that a few polish things are holding it back, like the missing radar, some lightining issues, and some awkward angles. The layout makes it a good mixup of long and short ranged combat, The only issue on this end would be the bomsite. While its a good size and would see a lot of action around it, the objective would never be used itself since most CT areas would be cleared out by this. A very good looking map that just needs a bit of cleaning up!
good clipping, no radar, bombzone is nicely marked, it's possible to plant under the door and see the defuse cables, different routes which is nice to see, unsure about the door leading to site
The visuals on the map are slightly lacking and need to be upgraded to higher quality assets. The 3d skybox is quite detailed. I see great potential in the visuals, it just needs more attention to details.
Clipping and sound design on the level looks good. There is no radar. The visibility and frame rate is good.
Gameplay-wise the map is quite uninteresting. The map needs to give more options and be more interesting overall.
I see good potential on this map, Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2238353480
46
de_sakura234Overall nice map. Some conflicting themes in places. Layout is fun as well.
visually could be pushed further.
Very nice looking map with a cool night time theme. Clipping is well done.
The long road route creates some issues, especially with T's getting all of for how the timings work. They can easily move all the way up and also take the side route next to the road also is pretty easily given to the T's. The alley route is the only chokepoint where CT's have more of the advantage to hold. Otherwise, they are stuck near and around the bombsite that will never really see any bomb plants. Pretty nice visuals all around, especially with the lighting given how this is a night map.
some nice visual but some areas are quite plain, paths are a bit too long and not that many options for Ts, ok clipping
I love the theme and art style you are aiming for. Currently the map feels quite under-detailed though. The map needs more attention to detail and many parts of the map feels a little empty and flat. I do mostly like the lighting, but some parts could use some touch ups.
The clipping on the map is well done, but the sound design is a little minimal. The visibility is generally good on the map and so is the frame rate. The radar is also nice looking and well readable.
The level feels a bit too large and open. It also feels like the riverside route doesn't get used a lot since it feels so separated from the map. I think you need to shrink the map a little and make it a little more fast paced. Something that would help, would be to make the bombsite closer to T's as well, currently it's kinda given to T's.
Overall I love the art direction and theme, I hope you keep working on it. Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2242739064
47
de_anvers230Unsure what the specific theme is. Some strange wood textures applied onto metal/concrete structures. Feels out of place. The layout seems pretty nice, but has nothing special to it.
Visually the map leaves a lot to be desired
Layout considers the mode wingman well, giving both teams ample options on how they want to approach the level.
The map has very nice visuals but they look a bit too similar to Nuke.
It's pretty much a more colorful nuke asset flip. The layout seems pretty decent, but T's timing makes them get to the fork route opposite of the bombsite area a second before CT's do, almost giving them a free sightline/entrance to site, or even taking a flank route.
nuke but colourful, not much height variance throughout the map, not a fan of out of bounds areas being clipped off with no visual keys, good clipping
The map seems like it's got good potential. I think some of the areas feel a little too empty and flat. I think you need more attention to detail in many parts of the map. I advise you go reference gathering to help you detail the level more. A lot of areas on the map need to be more unique as well, they look very similar to each other. I do like the detailing in the interiors. The 3d skybox also needs more detailing.
Overall well done polish, good job.
The layout feels a little too restrictive and needs to allow for both sides to have more movability. Some of the pathing also causes bad/restrictive flow. It definitely needs adjustments and allow more connections. I do like the postioning of the bombsites, but do feel like some of the cover was random and needs to transform to less cover, which is more significant.
Good effort overall, I hope you keep working on it, Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2242659002
48
de_repository230Level is small, but I think it works pretty well at this size. Lots of newk assets, which are being overused these days. Execution on a lot of these ideas are pretty goo though. The hall to opper feels bland though. Some of the outside areas, with the boxes buried in the dispalcements, looks kinda awkward to me.
Spawn points could probably be brought forward so players can get to the action faster.
Map looks cool, but bomb resets are everywhere instead of clipping for some reason.
Not too much to say for this one. Pretty simple map with a side route that offers a heaven route or flank route and a bombsite entrance for both teams. Feels like CT's get control of the entire building pretty quickly however. Doesn't offer a ton of variety in gameplay but it works. Visuals aren't anything special but tell you the setting. Would have liked to see more risk taken into this map.
looks ok, not much negative space, no real safe plant spot, use clip instead of player clip + triggers to reset the bomb location
Visually the building and yard area look good. The outside of the map does need a lot more attention and love. Also, the lighting feels off on the outside of the level. I think it's too soft currently and needs more work. I also dislike how you've given the bombsite to CT"
The layout feels quite simple and needs a lot work in my opinion. It feels like it has no structure right now and needs a rework. There is a lot of insignificant cover that needs to be reduced into significant cover. The flow of the map is quite poor, I don't understand why T's are restricted to one path for a few seconds, they need more options from the get go. Overall I think the layout needs more pathing and content.
The clipping on the map is good, just instead of "player clip" use normal "clip" next time. it's better in every way. There is minimal sound design. The frame rate and visibility on the map are good as well. The radar is alright and well readable.
I hope you keep working on this map, I think the layout needs a rework. Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2127581044
49
Valley228Map feels pretty big, but hostage can be that way sometimes. Overall nice aesthetic, but lacking some in implementation. The ground is flat in most areas. The rock model on the outside is repetitive along with the stack in the middle.
Map could use some more time in development to really flesh out some areas.
Objective room feels a little underwhelming compared to the rest.
Could use more cover.
Map looks cool, but the textures are very grainy and at a distance start to flicker quite badly. Hostage looks like it's very easy for Ts to camp in one spot making the rest of the map an afterthought for players.
(Our first of many hostage maps!) The look of Valley seems really nice at first, even with the reoccuring orange sand and rocks and such all across the map. A closer look shows a lot of the repeating rock props used that could have been hidden with some of that sparse foliage. The building itself looks nice from the exterior, but a boring inteior leaves a lot to be desired visually after a round on this map. CT's also seem to get to hostage quick and can easily backtrack to get to the hostage zone before T's can even react.
rock models are nice but grainy at distance, all one colour and the same models repeated, layout very open but different routes and verticality, ok polish, invisible walls behind ct spawn, visible displacement edges at top of ladder
I like the theme of the map, but I just feel like everything looks the same. I feel like you could've added so much more colour to the map, currently it just feels like the same model and texture used everywhere. The 3d skybox is basically incomplete as well. I also dislike the noise you get from looking at the map, there is some weird static, which i find quite annoying. I do like the geometry and structure of the valley itself.
The map is clipped well. The radar is nice and readable, however i wish it was more stylised to the theme. The frame rate and visibility of the map is fine. The map does not really have any sound design implemented.
The layout currently feels way too simple and large. The map is a little boring and nothing interesting is really happening. The flow and verticality of the map feel quite weak. The cover on the map is very minimal and the sightlines aren't too great either. The bombsite being in it's position also makes the side of the map very under-used.
I really like your theme, I think you need to rework a lot of the layout and change the art direction as well. Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2199632931
50
Breakout226Nice work creating a pretty convincing prison. The yard is a little strange, but I've never been so I'm no sure what it should look like IRL. I think the level could shine with some custom assets.
Visuals lead something to be desired.
Map looks pretty cool, I like the theme idea.
Theme is done very well, with good visuals to compliment. Layout is decent, but has its quirks. The jail-cell route is an extremely long route to play and it even has some cheap angles. The fast side route offers T's a quick way to put pressure onto CT's. There's also an upper area T's can easily either boost or spend a few secnds going along the blindspot on the jail-cell route to get to. This offers a view over the entire bombsite area. At this point, it's just too much for CT's. While this offers more bombsite action, a lot of the map can be easily swept by this point.
looks ok, no real safe plant, ok clipping
The visuals on the map are slightly lacking and need to be upgraded to higher quality assets. A lot of the walls feel flat and empty. I think you need to collect some real life references of your theme and start building and laying out your level using them, currently it feels quite off. I also think the lighting looks a little off. The 3d skybox also needs a bit more detail and higher quality assets.
The layout feels a little messy and the flow is quite separated. I recommend you check out this guide: "https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811". There are many sightlines that don't seem too fun and need addressing. I also dislike the current location of the bombsite, it slightly feels tucked away in a corner. I wish it was more the focal point of the map.
Good polish overall, some minor things could be improved and there are a few visibility issues.
Overall good effort! I think with a few more art passes the level has good potential. I hope you keep working on it, Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2173640125
51
Canyon (Wingman)220The outside area is pretty nice. Welldone and feels convincing for the backdrop. The inside buildings are somewhat bland and just "boxes".
All the building feel the same.
interesting layout choices.
Map looks nice and theme is cool. I think some of the rock placement looks a bit odd and the gameplay is a bit simple.
Not too much for me to say. It's a tiny map with a lot of undetailed areas. The most prevalent texture were shingles used on interiors and exteriors. The bombsite can easily be held by CT's who hold the upper balcony and only an easily holdable ladder can access this balcony. Clipping and outer map detail was good though.
64 unit box on site, weird door clip that never moves and is tied to a func_brush or something? ok clipping, the bombsite seems a little empty and an afterthought
I love the theme you're going for, but the map is under-detailed. Needs more variance in the geometry and colours of the buildings. The 3d skybox is good, but needs a bit more detail.
The clipping on the map is good, just use normal "clips" instead of "player clips" next time. The sound design is minimal. The frame rate of the map is good. The radar is good, but could use a bit more detail.
The layout is very simple, it needs more complexity. The flow of the map is fine, but the paths need to be more interesting and unique. I think a bit more verticality would be cool. Overall the layout just needs more paths and contest.
Good theme, I see a lot of potential if you rework and playtest the layout a bit more and give it a few more art passes. Good Luck!
something I haven't seen before! It had a great atmosophere. The visibility outside is poor, there isn't enough contrast with CT models in the darkness. Some of the lights are too bright, which distracts from the map. There are a few awkward angles, and gameplay mostly happens around the Crystal. It doesn't make much sense for CTs to do anything except camp the bombsite in the dark cave.
Theme is cool but gameplay could suffer from the invisible walls along the outer edges of map for the use of utility.
Cute map. Lacks detail. A little bit on the silly side.
https://steamcommunity.com/sharedfiles/filedetails/?id=2186166713
52
Evon219I love the objective building. The sorroundings are somewhat bland just structures of warehouses. The gameplay is kinda okay? Just some double wide doors to fight through.
CTs have no option to play defensively due to the amount of options T side has to attack objective.
Multiple exploits
I like this map's look but the layout is very basic.
The entire map is a cluster of cover everywhere. Every piece of cover leaves the chance of some sneaky player hiding behind it trying to get the jump on someone. This works well for CT's since all they have to do is wait for the T's to come to them or to the bombsite. Just about everywhere needs to be simplified.
looks alright, no negative space which affects gameplay, ok clipping
Visually some elements of this map look good and others look slightly off. Some walls feel slightly repetitive and flat. Overall the map is visually decent, but I think the lighting could use a little bit of adjustments.
Overall the fundamental polish is really well done, good job!
The layout feels a little messy with no structure. There's no negative space and I think it needs a lot of work. The cover also feels quite random with not much significance, try lessening the cover and make it important cover. I recommend you check out this guide and I hope you learn from it: "https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811".
Overall I think the map looks pretty good. I just think the layout needs a bit of rework. Good effort and Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2241728662
53
Retained211Nice little map with plenty of custom assets. Looks like you may be newer at creating custom assets, and these are quite nice. There are some smoothing issues on many props. Layout feels a little awkward at times due to the paths with the holes in the group. There are some strange clipping issues where you think you can get somewhere but it is clipped.
visually could be pushed further.
Cool looking map but the layout doesn't have much cover.
T's have the upside on this layout. The fast route makes CT's split to avoid an instant flank attack while the bombsite route can easily be smoked by T's, who then can take over most map control. CT's are then stuck to the bombsite area which will never see bomb plants because of this. Decent visuals, although some of the inner map visuals seem inconsistent or just lacking compared to the exterior of the map. Also some minor polish things like a weird tarp collision on the bombsite and some cheap boost areas.
quite plain visually, routes are quite bare with little cover, ok clipping
The layout feels too simple currently. It just feels like a two lane layout. This is bad for wingman as you want a good amount of movability in your map and the middle connector doesn't quite fix that problem. I definitely think you need another additional route. I also dislike the current location of the bombsite, it slightly feels tucked away in a corner. I wish it was more the focal point of the map. Many of the paths feel way too open and isolated as well.
The clipping on the map is good, so is the sounds design, but it could use a bit more detail. The frame rate and general visibility are good as well. The radar is also good looking and well-readable.
I like the art direction of the map, but it visually needs more detail. References are the best way to know what to do with the detailing on your map, I recommend you go reference gathering and to help further detail your map. Currently many walls and areas feel empty and flat. The 3d skybox could use some more detail as well.
I do hope you rework the layout and keep continuing on with this map. it's a good base to work from, Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2243075868
54
Stalker209Nice castle layout. Feels fun to play. Some areas are very blocky and need refinement. Feels CSS-ish.
Visual clutter.
Areas feel tight and claustrophobic.
The amount of paths feel daunting to defend as CT, with little time to setup and prepare, combined with the amount of option T side have, the map is going to be a very chaotic map and unstructured.
Easily exploits found
Map looks cool, but site is cramped. Routes to site are nice addition.
It's a nice fast paced, close quarters castle theme. The visuals compliment the theme nicely. Few quirky angles take from the gameplay. Also, the map really needs a proper clipping pass.
looks ok, would be nice to see a 3d skybox, routes are nice but site is a bit cramped, not great clipping
I like the theme and art direction you are going for. Some parts of the map are very well detailed. I still think a lot of the map still needs more time and love. The 3d skybox is also unfinished. Some textures also feel a little flat as well.
There is no sound design and the clipping is minimal. The visibility and frame rate are good. However, the radar is a little difficult to read.
I do think this layout has good potential. Fundamentally I like it a lot, but I believe you need less overall cover, but more cover that is significant and important. The bombsite also feels a little cluttered with cover and is slightly messy and uninteresting.
Overall this map has great potential. I hope you keep working on it. Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2222981894
55
STHLM208Shadows are very green. Level is CSS-era of visuals with lots of brushwork and little supporting model geometry on a lot of palces. It's got sings of newer designer work, which is cool. Just straight halls and 90 degree turns are less than idea. Better pathing would be ideal moving forward in other levels.
Visually could be pushed further
Weird green tinge to everything.
This map looks nice but is very basic.
Pretty decent layout. Encourages passive and aggressive styles of gameplay. Bombsite itself is a bit lacking, never really being used as a place for gun fights or for bomb plants. Some areas are pretty dark against the brigter areas so some lighting adjustments would be nice. Also marking the buyzones on the radar would be nice too.
visually quite plain, routes are very straight with no other angles, ok clipping, roof on site is very shiny
The levels needs some more visual attention to detail. A lot of the textures and models also need an upgrade to higher quality assets. Many walls and areas feel quite flat and empty on this map as well. The lighting also slightly feels a little too dull.
The map is clipped well, but the sound design is minimal. The frame rate is fine and the radar is also nice and well readable. You just need to put the spawn positions on the radar as well. The visibility on the map is good as well.
The flow of the layout feels quite rigid. You need to bring stuff a little closer together. Some of the paths are a little too seperated and need to be connected up, since wingman maps should have high movability in my opinion. The verticality on the map is good, however some sightlines aren't great and need to be reworked. The bombsite feels quite uninteresting and I feel like it's given to CT's too easily making the objective rarely used.
I do like the art direction and theme of this map. I hope you are able to finish it, Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2239781471
56
de_lazio207Overall like the map. It's fun and feels balanced. Nice Itialy / Inferno feeling to it.
Visuals could be pushed further.
Objective point could have better options for CTs to hold.
The map looks interesting but isn't clipped well. It's very easy to get out of the map.
Entire map's layout is so favorable towards T's. They have 4 entrances to choose from, 3 providing a height advantage. The bombsite seems very unfavorable with its lack of cover and openness, so you'd more likely see T's flush out the very few spots that CT's can choose to hold if they don't try going for rushes.
can get out of map at T spawn, overlapping textures
I like the theme you're going for, but I do feel like some of the textures don't look too good. Also, the 3d skybox is very incomplete. Some areas need a bit more attention to detail and a few walls feel too clean and a little empty as well.
The layout is very simple and feels very vertical. I wish the paths were a bit more spread out and there was an additional main path making the gameplay more interesting. The verticality could be done a little better and some of the sightlines aren't too great.
The clipping on the map is good. The sound design is fine, but definitely could use more love. The radar is nice and readable and the frame rate on the map is also good. The map has no bad visibility issues either.
I would love to see this map getting improved and finished! Good Luck in your journey!
https://steamcommunity.com/sharedfiles/filedetails/?id=2230454598
57
Reverie207Texture choices don't fit together between areas. The surf ramp is a super neat idea. Some areas are bland / empty.
Areas don't feel grounded in reality. Find it hard to understand the theme.
The map needs a bit more work visually. A few of the routes around the map seem a bit useless.
Layout wise, it's a very basic 2 route map with a tucked away bombsite that will probably never see much action. The 'surf' path seems interesting in that you tried to utilize surfing and having a death pit in your map, buth having both merged together and right on a chokepoint makes for very bad gameplay. The visuals feel basic, but showed that it had potential to present something more. I would very much like to see the layout reworked and finished visuals/detailing.
different options for Ts which is nice, ok polish, why is bsp named "wingman"?
Visually, I like the art style and theme of the map. I would love to see it further finished, currently it's very under detailed and need more detailing. The 3d skybox is also quite bare as well.
The radar is nice and readable and the clipping is also done well. The map however has no sound design. The visibility and frame rate are good.
The layout definitely has some potential. I love the surf ramp gimmick. I think the layout however is a little too bare and needs to be squished down a little. I also dislike the current location of the bombsite, it feels tucked away in a corner. I wish it was more the focal point of the map. Most fundamental things feel fine, especially for a 5v5 map but it's a little large for wingman, in my opinion.
Good Effort overall. Keep working on the map, I see good potential with the theme and Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2208213942
58
Underground199Feels hectic and a little too close. The foilage feels out of place on the outside buildings, but that is just not one of Source Engine's strengths.
Visually very noisy.
Very cluttered and claustrophobic map.
I like how this map looks but it feels very cramped. It needs some work on the layout as well, it's very simple. KCC is also impossible to get into and has impossible proportions. It also has a UDonald sign inside it.
While there is a lot of nice little details across the map, the overall layout is tight and cluttered, which is especially true for the bombsite, which feels like the weakest designed part of the map.
why is austria on the map? why is there a UDonald sign in KCC? can get out of map
I really like the London Underground theme. However, the lighting feels very off and there are textures that are low resolution as well. Some of the detailing feels cluttered and messy. The 3d skybox is also quite unfinished. Some of the map is well detailed though.
The layout doesn't feel too good. The flow of the map isn't good. The map feels really claustrophobic and tight. The bombsite should be placed in a more focal point of the map, currently it's just given to CT's.
The clipping and sound design is decent. The visibility is slightly hindered by the lighting. The frame rate and the radar of the map are good.
Overall well done for making a map for the contest. I love the theme and I wish you the best of luck in making something great!
https://steamcommunity.com/sharedfiles/filedetails/?id=2114136275
59
de_parking194Layout feels giant for 2v2. Have some missing assets as well. The areas don't really flow between eachother theme wise, which makes it jarring.
Visuals of the map seem very rushed.
Some areas are entirely too dark.
Visuals bugs are present
Layout seems thought out and planned.
Site feels mundane
Lots of missing materials but map looks and plays nicely. Site is huge though.
One of the weirder marked bombsites I've seen. While it's apparent you were trying to signify bomb plant areas, it really just stretched out what CT's can hold. The main outside route can be easy to take with some quick utility for a fast plant. The inside route forks to another quick plant through a window, or just gives T's a flank route. CT's look to have good timings and options, it just seems that T's may have a bit too much. Some simplification of the bombsite can go a long ways. A proper clipping pass of your map can also go a long ways since there are some unsual places either team can get to without much effort. Also remember to properly pack you assets.
looks ok, bombsite is too large and covers too many separate areas, visible wireframe, not much clipping, radar is very nice
Visually the map is very under-detailed. It feels like a first art pass. It needs more detail all around the map. Some areas feel a little cluttered. The lighting on the level could be improved a lot more as well. A lot of the walls feel quite empty and too clean as well.
The layout feels a tad bit too large. I think it's got good overall potential. I feel like a lot of the flow and verticality of the map is a little weak though. The bombsite feels quite cluttered with props as well.
No sound design. The clipping is alright, but could definitely be improved. The frame rate and visibility are fine. The radar looks good and is well readable.
https://steamcommunity.com/sharedfiles/filedetails/?id=2233355243
60
Eiffel189The tower itself could use a lot more love on the texture The model is very nice though. The layout has a lot of open spaces which makes for some difficulty rounds based on buys. Options feel limited.
Layout feels like it could be trimmed down a lot and still work. Lots of places CTs can hide.
Great visual scale, but could use more detailing.
Map is way too open but I like the theme.
Not even dangerzone could sport some of these extremely long angles, however the bombsite area does focus on some quicker gameplay that utilize short ranged weaponry. The Eiffel Tower is a cool theme, but this is probably the reason why it's so hard to make layouts on attractions like these. A for attempting this though!
nothing tells us where the bombsite is, no cover on site and it just seems like an afterthought, the map is massive with so much unused useless open space, clipping is ok
I do like the theme and art direction you have gone for here. The detailing in some parts of the map looks nice, but overall the map is quite bare and needs more attention to detail and work. The outside of the map quite uncomplete. The texture of the Eiffel tower has not been done, which is quite important. I also feel like some assets are not too fitting to the theme as well,
The level is really open to the point where it feels like there is no layout direction. It reminds me heavily of the "beginner" stage of the whiteboard test. You can check that out here, I hope it helps you improve in the future: "https://imgur.com/oNfsRAX". I also recommend you check out this guide: "https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811".
The map has no sound design and suffers from frame rate issues in some areas. The visibility is also poor from a distance. The clipping on the map is good and the radar is nice looking and well readable.
Good Luck! with the map, I hope you finish it, I love the theme.
https://steamcommunity.com/sharedfiles/filedetails/?id=2241214688
61
Metro189Neat idea with the train, but moving objects are taboo for a reason. Overall a good start to the map. Nothing stands out a whole bunch though.
Visually could be pushed further.
Layout provides an interesting dilemma, making the most of the theme. Really enjoyed the core idea.
Map looks quite cool but the layout is just a straight line really.
The close quarters combat of the main hallway can be fun at times, but it overall lacks any actual strategic depth with the amount of clutter and angles it has. The T's route to the bombsite is not any better with a long narrow entry to the also cluttered bombsite. However, the railway with an active, deadly train that splits the map offers a unique take on the map that I do like. Still, the map needs quite a lot of polish and some fixes.
unique train idea to split up both sides of the map, not very polished
Walking around it does not feel like the Amsterdam Subway. I feel like it's very cluttered and messy for it to be operating. I feel like you've done this because metro stations are barron and open which does not make an ideal csgo level, which is understandable but I think you need to execute it from another approach.
The Bombsite itself is not the focal point of the map which also in my opinion is very important for a wingman map.
I love the moving trains, they make the level feel very unique, though a better model for them would be great!
I think with better custom textures this map would look much better. The current ones feel outdated and old compared to what the metro station in real life displays.
I also believe at it's current stage the map is too simple. I think you need to add a few more paths and connectors alongside to enhance the paths.
The technical aspects of the map such as clipping, radar and sound were good!
I recommended you now go onto a reference hunt and collect many references of the Amsterdam Subway, if you'd like to significantly improve the map. Currently the walls feel a little empty and flat and some inspiration from references would greatly help!
Good Luck! and hope you can use this feedback to your advantage!
https://steamcommunity.com/sharedfiles/filedetails/?id=2102037827
62
Brecitta182Holy boxes! So many creates everywhere. The use of stock assets to make an Italy theme was really nice, good work there. Some sigh lines are awkward due to cover (like the railings). There is also an entire place on the radar not accessable by players odd.
Radar is misleading
All pathways for T side lead to the same chokepoint.
The map is cool but looks like it's for an older CS:GO style.
It's pretty apparent that this used to be a 2 bombsite map that had one of the bombsite routes cut off to make it a wingman. The upper and lower area T's can push out from come from one corner area, so it's very easy for CT's just to not challenge the chokepoint and play the abundance of passive angles all over the bombsite. Not too much to say visually; it's an Italy style map but it still looks decent.
ok visually, Ts only have one route onto site, ok clipping, was very confused about the blocked off routes until I realised it was a 5v5 defuse map
The layout feels rather confusing. There are many snaking paths and dead ends on the map. The map seems to only have one chokepoint and the flow feels poor. You need more paths on your map. There are also many sightlines which aren't too great either. I recommend you check out this guide and I hope you learn from it: "https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811".
Clipping on the map seems fine. The sound design is minimal. Visibility and frame rate are both good. The radar is confusing and I don't understand why so much of the unplayable area is on the radar.
Visually the map looks pretty well detailed. I just feel like your textures and models need upgrading to higher quality assets and it will look very good. I do think the theme is a little overused now, try to mix it up with unique elements more, but overall good detailing on the map.
I hope you continue working on this map and learn from your mistakes. Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2127922716
63
de_artemis182Poor visability at places. Gameplay feels basic and not amazing. Some details on buildings aren't very well intergrated.
Visuals could be pushed further.
Way to many angles for T side to deal with.
The theme is interesting, but the execution needs work. It's possible to hold site from CT spawn and the overall layout is very very simple. Clipping needs work as well.
Overall layout seems very tight in its routing, except for the main courtyard area aroundwhere the bombsite is. Even so, the bombsite itself is a high area that seems isolated from the rest of the area, making it very uncomfortable with plants. Gameplay seems more focused on its tight corridors and cheeky angles. The ivy pathway presents a problem in that it's also a one way from the top. Just needs some more work on its layout and not such an isolated bombsite....also your trigger brushwork is fascinating!
can see site from practically CT spawn weird, subpar clipping, not very polished, clipping and trigger shapes
Visually the theme is interesting. The lighting however feels very off and dull. The map still feels very in development. A lot of detail is missing and many textures need upgrading to better high quality ones. The 3d skybox is also very unfinished.
The layout is quite weak. it's way too simple and just very uninspired it seems. You need some references and create some areas utilising them. The map definitely needs more content and an additional path. The verticality of the map is also done poorly and some of the sightlines are not great.
Good clipping overall, I love the dinosaur. The very bright grid lines on the radar hinder readability of it and it could generally be improved. The frame rate of the map is good. The sound design is very minimal and the visibility is fine.
Overall I see good potential in the map. Keep working on it and Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2167455091
64
Fastline182Map is very blocky. Layout has long halls that make pushing impossible in most situations. Visually is feels like a TF2 map.
Visuals don't feel like counter strike.
Layout has to many long hallways
I like the theme but it needs some work. Visuals are a bit blocky and the custom models are just flat colours.
Layout and especially the chokepoints seem to be the main issue of the map. One route is a very close meeting point that T's are favored if they use quick utility and push the bombsite that's so closeby. Another route is a long, uninspiring path that leads to a ladder chokepoint, which never feel good for gameplay. CT's are limited to just making sure T's dont drop down. The middle route might be the worst with the vertical double angle over site. Visually, some weird things like very upscaled crates and barrels. Surroundig buildings keep a very nice nuke-like theme; interior of map just needs to be ironed out.
looks like nuke, paths are too long and windy, part of the broken glass ceiling is missing textures, clipping is OK but it is possible to stand on door frames and the edge of a crate
The layout needs a lot of work. Currently it's just corridors with no connectors. Also, the bombsite should become the focal point of the map. I strongly advise you check out this guide: "https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811".
Visually the map looks very clean and almost too cartoony. I think the textures need to be slightly more realistic and have more roughness. The map overall also feels quite under-detailed. The 3d skybox is quite unfinished.
The visibility and clipping on the map is very good. The sound design is alright, but could definitely be improved. The radar is nice and readable. The frame rate of the map is also good.
I do like the art direction, I would love to see some progress on it. Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2239640144
65
Resistance181Many angles for CT, making attacking site difficult. The visuals are alright but bare in many places like T spawn.
Feel unfinished visually.
Layout looks fun, good rotation options.
A bit too close to regular Dust theme for my liking. I think if the map looked a bit more unique it would get a higher score.
Your map comes down to two T entrances to a giant area that CT's have a ton of angles they can choose from, a lot of them being at a height advantage. The bombsite area can be put completely on lockdown with no chance for T's to get plants in. It's pretty much an uphill battle for T's to win on this map if they dont use constant utility and clean out a dozen angles/spots.
default skybox, stretched textures, lighting is really dull, crate wall is strange, no cubemaps so there is a really shiny fridge, lots of really long angles and empty bombsite making it tough for Ts to plant, good for afterplant however, not much clipping
Visually the map is well detailed in some parts. It is a dust 2 assets flip, which is not too unique of a theme. A lot of walls and buildings are under-detailed and need more attention and love. The 3d skybox is uncomplete as well.
The clipping on the map needs more detail and attention. There is no sound design. The frame rate and visibility is good. The radar is nice and readable.
The gameplay especially on the T side is quite uninspired. The pathing on the T side also feels counter-intuitive.
https://steamcommunity.com/sharedfiles/filedetails/?id=2093673107
66
Vaccine181Map is very blocky. The assets feel out of place and don't make sense in some places. Lots of areas are pretty bare and could use some more love. The on the cheek theme is fun though!
Visuals are lacking.
Parts of the map feel very disconnected to the rest.
Visuals are a bit basic and the site is a bit empty.
Pretty decent on the visuals, but the map just feels empty. Not really much going on in any of the hallways. The bomsite area is a giant room with just a few pieces of cover for plants. I would like to see more done with the detailing and not leave the gampleay to just wall peeks and gunfights across a big, open room.
subzero assets, everything has green reflections, water ends visibly at T spawn, no real 3d skybox, site is too open but some nice options for routes, ok clipping
The map visually looks very good. I love the theme. There are a few minor details on the map that need a touch up, but overall it looks good.
The optimisation on the map isn't too great. The clipping and sound design on the map overall is good. The visibility on the map also feels good. The radar is also nice and readable.
The layout is pretty good. I do feel like the map engagements slightly take a while. I think the map should be vertically squashed a little. I also feel like long path for T's is a little uninteresting and needs some kind of connector. The flow of the map is pretty good and fundamentally I feel most things are good about the map. I dislike that your bombsite isn't at the focal point of your map, but stuffed away into a corner.
Overall a really good quality map, Good Job!
https://steamcommunity.com/sharedfiles/filedetails/?id=2099918669
67
de_niteroi176Very long open areas. Layout feels really basic with not as many options as you need for many different kinds of buy rounds.
Visuals are lackluster
Cool theme idea
Every angle ends up being a long angle
The map is very cool but it's very bright which makes it hard to see.
Layout needs a bit of a makeover. The side routes are narrow hallways and the main bombsite route is an open area with cover just scattered around. Visuals are decent but the hdr lighting on some of the floors and surrounding buildings can be really distracting.
looks ok, paths really long and not much cover, ok clipping
Visually the map needs a lot more detail. A lot of walls and floors feel flat and under detailed. A lot assets need upgrading to higher quality ones as well. I do like your theme. I think you need to work on your lighting as well, currently it's quite dull.
The main issue with the layout are the huge sightlines that span the map. These need to be covered up with geometry not props. The map also has a lot of corridors you need to shift away. I recommend you read this guide and try to learn from it: "https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811".
The clipping on the map is good, but could be improved in places. The sound design is minimal. The frame rate, visibility and radar are all good.
I hope you keep working on this map, Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2211148678
68
Panacea175Level is pretty rough in spots. Harsh colors used in a lot of spots. Layout seems pretty large, but mostly alright gameplay wise. Feels blocky like a CSS map.
Visuals are lacking
Pathing feels weird in some areas but overall layout considered the wingman game mode.
Map looks nice but I think the building textures are supposed to be used in far away skyboxes.
Layout is pretty decent, but the visuals are wildly inconsitent and a lot of them are used poorly. Just needs some defining visuals to completely comprehend the theming of this map.
site is quite empty, clipping is not great
The map visually feels like it's just gone through it's first art pass. It needs more detailing and work overall. The textures and models also need upgrading to higher quality assets. I advise you go reference hunting to help detail the level and layout the level's geometry and structure accordingly.
There is no sound design and the clipping is alright, but could be improved. The visibility, frame rate and radar are all good.
The layout does feel like it's got potential. There are a few paths that feel counter-intuitive which hurt the flow of the map. Some sightlines also don't feel particularly fun to play with in. The bombsite room feels a little tight to fight in. i think you need to slightly rework the site as well.
I hope you keep working on this map, Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2096619361
69
de_rocket174Very yellow map inside. Nice use of the assets you had avaiable. Some of them feel out of place between eachother like the shoots huts and the Train mural inside. I like the theme for the map.
Visuals are lacking.
Lighting feels a bit like a wash.
Pathing feels lacking for T side.
Site is extremely simple and the theme is confusing. Russian text on a deserted island.
The map is pretty much split into 2 large, contested rooms that come down to 2v2 deathmatches. Not really many options for utility except trying to flash or smoke your way into the rooms from the tight entrances. A rocket facility in a jungle area seems like a very cool theme, but there could have been a bit more visually to sell that theme.
2d trees are obviously 2d, clash of themes, site too open, clipping is not great
Visually the map looks very off. It feels very washed out with a weird yellow tint. You need to fix up the lighting and also replace most textures and models with higher quality assets. There is no 3d skybox. I do like the theme, but there's no Rocket!
The clipping on the map is lacking. The sound design and radar are good. The frame rate is fine, but the visibility is poor in some areas.
The layout of the map is too simple, it feels like there's no structure or pathing behind it and it has no direction. It just feels like 2 buildings side-by-side, which you have to defend/attack. I strongly advise you check out this guide and learn from it: "https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811".
I do like the theme of the map, I hope you get to keep working on it and I hope to see it finished! Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2241467795
70
de_porto165Map looks unfinished in places. Overall gameplay is fine, not spectacualr lots of safe choices.
Visually the map could use more time in developement.
Engagement points feel a little odd.
Interesting theme but the visuals themselves need work. Everything is very blocky and it's very easy to get out of the map.
Overall map seems just underdone in terms of visuals and polish. There's a bit of detailing on some buildings and just a complete lack on others. There's also the lack of polish like the inconsistent clipping and the stairs you need to crouch to avoid the ceiling. Layout is a decent 2-router, but it definetly needed some love on the visuals and polish.
visible nodraw at T spawn, 3d skybox bad, poor clipping, easy to get out of map, looks like props are randomly placed around the site
I like the theme you went for, however the map feels very under-detailed. The textures are outdated and needs higher quality assets.
The map has 3 simple lanes that do not connect with each other and lead to the bombsite. The map needs more complexity and connections from each lanes. Plus, giving the bombsite to CT's makes it a little too CT sided. The flow of the map is poor due to these 3 lanes as well.
Clipping on the map needs to improved. There is no sound design on the map. The frame rate and visibility on the map are good. The radar is nice and readable, but could be improved.
Good Luck with your level! I hope you're able to improve it and finish the map.
https://steamcommunity.com/sharedfiles/filedetails/?id=2168694348
71
cs_shalash_RF164Feels very CSS like. Lots of brushwork and heavily bumped materials. Heavy brushwork and not a lot of supporting model base assets
Not much to the map.
Wallbangs will become an issue very fast.
Map looks cool but it is very open.
The wallbangs and combination of fast and slow play on the hostage and around the map make for a lot of different ways to play. The main layout issue is the hostage zone which is an open, large area that makes it hard for CT's to rush return to. It's a pretty fun style of gameplay possibilities, but the entirety of its visuals is just wood construct which really wares down the experience after a while.
too cramped, no negative space, ok clipping
Visually the models and textures just didn't fit. They need to be upgraded to better textures. The geometry and structure is also a little under detailed and looks quite off. I advise you go a reference hunt and create aesthetics based of those real life references.
The layout feels like it has no structure. It needs proper pathing and routes. it's very random and currently feels like it has no direction. I recommend you check out this guide to help understand level design: "https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811"
The overall map polish isn't great.
I hope you keep going at it, Good Luck for the future!
https://steamcommunity.com/sharedfiles/filedetails/?id=2238298534
72
De_MountainLab_Final163Missing radar. Lots of newk assets which have gotten overused lately.
Missing radar!
Visuals are lacking
Utility would be a challenge to use effectively.
Pathing seems a bit barren
Layout works for the most part.
All cover seems to be corner cover.
Looks cool but there is no radar. Makes it hard to play.
A ton of long sightlines mixed with some cheap angles really take away from this layout. It has decent visuals, but quite a bit of the cover and sightlines need to be adjusted.The crouch-walk vent that leads into the bombsite never feels like a good route to play. And while there was no radar to see my way around, I really liked the CT Spawn elevator.
looks quite plain, site is too open due to so many entrances, no radar
Visually the map feels like it's gone through a first are pass, it still needs a lot of detailing and work. Using higher quality custom assets would be your next step. Some walls feel empty and flat as well. Also, a lot of areas feel too similar to each other, try to add some uniqueness to each area. The 3d skybox is very uncomplete.
it's hard to grasp the layout without the radar, but the layout looks quite large. It needs to be squished. The map is full unfair/unfun sightlines and need to be blocked off and reduced. More verticality on the map would also be nicer. The cover also needs more significance, it is pretty random at the moment. The bombsite location needs to be at more focal point of the map and you should also add some more interesting elements to it, it needs more love.
No radar or sound design. The clipping, visibility and frame rate on the level is good
I hope you continue on working on this map. Hope to see it finished, Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2244508656
73
De_Market148Level has lots of traits of someone who is new, which is fine. Lots of stretched textures on faces, little supporting model geometry / trim on buildings and other objects. Great effort at a WM map.
Visuals are lacking.
Could use more thought in the layout.
Map looks unfinished and very basic. The bombsite has a lot of stuff going on in such a small place.
The extremely inconsistent visuals take away from some decent gameplay. You have some stretched textures, harsh lighting, scattered cover, and texturing that seems like it doesn't belong. Layout seems ok, but there are a ton of cheeky angles that come from the scattered cover combined with the elevation changes. Map could also use a proper clipping pass.
3d skybox comes into the map, area around the bombsite produces come nice angles but too many, subpar clipping
The map is severely under-detailed, this just seems like a first art pass. The map needs higher quality assets and the theme feels like it doesn't have a direction. A lot of the textures are also quite low resolution.
The map has poor clipping and no sound design. The radar is nice and readable. The frame rate and visibility are good.
The layout feels too simple, it needs more complexity and another path. The flow and verticality of the map is not too great either. Some sightlines create some problems as well. The bombsite is a little messy and cluttered and the cover needs to be more significant, instead of random.
I wish you good luck with the map! I hope you continue working on the map.
https://steamcommunity.com/sharedfiles/filedetails/?id=2239698006
74
de_exchange147Not quite sure what the theme is? Things are somewhat all over. There are some interesting gameplay mechanics included like the barbed wire.
Needs a lot more work visually.
Interesting concepts throughout the map.
Might be a bit hard to learn.
The underwater section is a cool idea but I think it needs work. Map looks a bit strange.
There seems to be no visual consistency across the map. Way too many visual differences mushed together across this map. Some areas seem open and others including the bombsite seem clustered. It's extremely hard to figure out what this map is trying be present.
drawn radar actually liked it, weird shit everywhere, nearly drowned underground
The theme is hard to grasp, i don't really know what's going on. I think you need go a reference hunt and really try to find references that fit your theme and replicate that in-game. The map feels very cluttered. A lot of the textures and models don't look too good and are outdated or low resolution. The lighting of the level also looks very dull and outdated almost.
The frame rate on the map is good. The map has basically no clipping and minimal sound design. The radar is quite decent and actually readable as well, which is nice touch. The visibility feels quite poor.
The level has a few interesting gimmicks, which I do kinda like. However, the flow and verticality of the map are not too good. The bombsite itself is quite cluttered and needs to be more of the focal point of the map. Every path feels quite claustrophobic and tight. The verticality needs to be a little more smoother.
Overall, Good Effort! The map needs a bit more high quality assets and I think you need to make areas/places in your map based off real life references.
https://steamcommunity.com/sharedfiles/filedetails/?id=2185961836
75
De_ITHas135Map has a decent layout, but may be too big in areas for a 2v2. Level is unfortunately not done with lots of dev textures showing
Unfinished.
Looks good for a first map, definitely needs some work on the visuals. The gameplay is quite fun.
Not a whole lot to say about this one. Classic crates in a warehouse theme. Layout just comes down to the warehouse's tight spaces and cluttered crates and the side path.
dev textures
The visuals are quite dull and it's hard to tell what the theme exactly is. The map at this stage feels like it has no direction. References can help find you an art direction and help layout the paths.
The clipping on the map is good, just instead of "player clip" use normal "clip" next time. it's better in every way. The very bright grid lines on the radar hinder readability of it and it could generally be improved. The map has no sound design. The visibility and frame rate are fine.
The layout feels slightly dull. I think having some cool gimmicks could help. I think you are on the right track though, just need to playtest and play with the verticality a bit more in my opinion. Most things fundamentally feel good .
Good Luck! I hope you find a good art direction for the map and refine the layout. I would love to see it finished!
https://steamcommunity.com/sharedfiles/filedetails/?id=2184577202
76
de_combat130Very yellow map. Missing lots of little details on things like walls, ceilings, roofs, stairs, ect... Could really use more time spent on refinement.
Visuals are lacking and lighting could use some more details.
Layout is a bit lacking.
Bombsite is very small and cramped with little options for Ts to take. I confused CT spawn with bombsite because of hazard strip markings.
Extemely inconsistent visually. Scattered textures and cover all over the map with other problems like harsh lighting and such fast encounters on a 2 lane map + a tucked away bombsite that will never really be used.
lights too bright next to walls, grenade window is nice to have but the site it too enclosed, the drop down route means CTs have very few options other than going mid, CT spawn floor looks like the bombsite, possible to boost out of the map
The visuals are quite messy and the theme is hard to grasp. The lighting in many areas is not too great. The map is severely under detailed. I think you need to collect some real life references of your theme and start building and laying out your level using them.
Layout is quite uninspired. It feels like a large horse shoe and the verticality incorporated isn't too great. I think you should look at this guide to help find success in improving it: "https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811"
The clipping is sound, but could use a bit of improvement though. Visibility is poor is some areas. Radar could be more detailed. There is no sound design. The frame rate is fine.
I hope to see this map improve. I wish you the best and Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2241112571
77
Lament (Rework) Wingman
126Feels like a CSS level in many places. Missing the radar. Pretty blocky in most places. Perhaps you ran out of time?
Missing radar!
Visuals are lacking.
Engagements feel a bit weird.
Interesting looking map but there is no radar and there are a few sightlines I do not like.
DQ: Remakes of maps are not allowed
foliage in 3d skybox is too low detail, place surrounding site is very open, no radar, gap between buildings you can get between if you jump up onto the overhang
Reworks are against the rules, the map must be completely new.
https://steamcommunity.com/sharedfiles/filedetails/?id=2238520629
78
Scarlet118Layout looks mostly okay. Lots of dev stuff around, so unfortunately looks like you ran out of time working on the level. What is here looks decent though.
unfinished
Map is very very unfinished.
Action on the bombsite seems to be the biggest issue. There are so many angles and entrances surrounding a bombsite that uses just a few pieces of cover. The routes feel good for a fast paced map, but there's just too much chaos going on at the bombsite. Definetly needs to be simpliefied just a bit or the bombsite itself needs to be more developed to match all the entrances and angles that surround it. While it's still a greybox, I would have loved to see what the finished visuals would have looked like.
dev textures, really small, nice options for T's but I think CT's spawn too close to the bombsite in a gamemode where there are already barely and plants, practically no clipping
The map is still very in development. I like the art direction and theme though.
The map has no polish whatsoever except the radar, which looks nice and readable.
Overall I do like the layout, it's hard to tell how good it actually is whilst it's still in development. I don't like how T's can get picked down middle straight away. I also dislike the windows on the T bridge. I do fundamentally like the map, especially the flow and verticality.
Good Luck, I really hope you get to finish the map!
https://steamcommunity.com/sharedfiles/filedetails/?id=2161437974
79
Inforcrate112Level not complete. All dev. Layout seems alright, but level is far from done.
unfinished
Map is unfinished, but looks promising.
I really would have liked to see the final visuals for this map since the dev detailing was so well done. Layout is pretty good, but the bombsite is more tucked away so seeing bomb plants is pretty rare on this map. Really looking forward to seeing if this map finishes.
dev, de_wingman, not much cover good clipping
The layout has good potential, but the flow feels a little rigid. I also do wish the bombsite was more towards the focal point of the map. it's kinda given to CT's straight away here. There are also a lot straight corridor sightlines which are a contributing factor in making the flow so rigid. I think you need to have smoother flow in the map overall. The map also feels slightly large.
Everything is in development textures. There is not much polish, but you do have a good looking radar and good clipping.
I see good potential in the layout and art direction. I hope you keep working on it, Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2244279432
80
Treehouse111Level seems unfinished. An entire section of the boardwalk is not solid.
Random not solid pathing not very fun.
Visuals are lacking.
Interesting theme but very empty and the layout is basic.
A for creativity. D for execution. Still a bit of a fun map to mess around on.
unique theme but barely any areas gameplay wise, barely any cover
The map needs a lot of visual work. I think you need to go reference hunting to create actual realistic geometry and structure to the layout and visually. A lot of the textures and models also need an upgrade to higher quality assets. The 3d skybox is completely unfinished as well.
There is basically no clipping and sound design. The radar looks fine and is well-readable. The visibility and frame rate are good as well.
The layout needs more structure, currently it feels quite messy in flow and doesn't seem to have a good direction. I also don't understand why there's an invisible floor. I recommend you check out this guide and really learn from it: "https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811".
I do like your theme, I hope you are able to finish this map. Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2236164162
81
de_axl108Level is unfinished. Lots of dev stuff. Layout is kind cluttered with boxes and feels big.
unfinished
Map is very unfinished but has promise.
Map is a bit cluttered with all of the cover around the map. While it's a pretty safe layout of 2 side routes, 2 connectors, and 2 direct entrances into the bombsite, the excessive cover can make some engagements a bit of a mess. Still, I would like to see this map finished with its visuals and some adjustments to its layouts focusing more on routing.
lots of dev texture, not much going on on the bombsite, practically no clipping
The map is heavily still in development textures. I do like some of the visual elements, but obviously it needs a lot of visual work.
There is hardly any clipping and no sound design on the map. The visibility and frame rate are good. The radar is nice and readable as well.
The layout feels like it does have potential. I think you need to reduce your cover though and transform into significant cover. The bombsite also feels slightly uninteresting as well.
Good start, I hope you finish the map. Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2100603982
82
de_bloom108Missing radar. Nice vibrant colors which CS levels are normally missing. Level is mostly brush and feels CS:Source-ish. Could use a lot more love and refinement.
Unfinished.
Map looks really weird. Very brush-y and lots of holes in the ground and walls. Props are not placed correctly and players can walk through some large props.
Though underdetailed across the map, the colorful buildings provided a nice, simple little setting to be in. I believe a bit more time dedicated to detailing and some polishing could have really made this map into something great, especially since it had a pretty good layout.
no radar, really bad polish, can easily get outside the map, visible nodraw, dev textures
I certainly love the art style you're going for. it's very pretty and I hope you continue working on it. The map is obviously still in development and very under-detailed in many areas, which hurts it's score considerably.
I do not like how the CT"s spawn on the bombsite basically, I wish the bombsite was more centered instead of given to CT"s.
I also feel like the map need some an additional path and a bit movability around the map. Currently it's a little restrictive.
The map is severely lacking polish though, there is no radar, nor any sound design and clipping is very minor. I also recommended you use normal "clips" instead of "player clips".
Good Luck with the map! I hope to see this map finished and hopefully my feedback was useful.
https://steamcommunity.com/sharedfiles/filedetails/?id=2142569671
83
Cave In!101Very small level. Lots of rough geometry. Needs some more love and addational assets / custom assets.
Visuals could use a lot more work
Map is very claustrophobic
Nice theme but very cramped.
Extremely claustrophobic, with nothing really to use to develop gameplay like utility or cover. It's just rushing tight, enclosed routes. Would have liked to see more open designed routes with some extra detail.
too cramped, no cover, grenade pipe is OP
The visually looks like it needs a lot more love. The textures and models need an upgrade!
You need to clip all the displacements on the roofs, you can get stuck on them. The sound design is minimal. The visibility is poor in some areas. The frame rate and radar are good.
The layout is too claustrophobic and doesn't flow too well. It needs more structure and better pathing. I recommend you check out this guide and learn from it: "https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811".
I hope you keep trying to improve your abilities. Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2243316064
84
Exhibit (de_exhibit)99Map is unfinished. Layout seems mostly fine.
unfinished
Map is dev textures and some textures.
Pretty obvious that the map is visually incomplete. It's a shame since if you ignore that and a few barebone areas, the routing on this map gives a lot of options for gameplay. Only issue in that regard is how quick T's access the bombsite passed these intial chokepoints while CT's fallback options is CT Spawn or a Heaven area.
one texture, not much going on, not much to clip
The map is still heavily work in progress. I do like the geometry and art direction, hope to see it finished.
The layout feels like it's got solid potential. I wish the roof was slightly more open for utility.
The radar looks nice and readable. The sounds are a little too loud, where they are annoying. Clipping needs more work.
Hope you keep working on the map, Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2240802724
85
LaFabrica99Map is unfinished. Good use of vertical space in the layout. Not much else to say on an unfinished map.
unfinished
Very unfinished map. Needs texturing and models.
The upper bridge route is such a dominating route CT's can utilize with little hassel that it throws out a lot of options for gameplay. This route can pretty much look over any area in the map wih ease. There are blindspots T's can take advantage of, but it's stll such a dominant option for CT's. Only way T's can challenge is to so along a side route which CT's have the cheapest angles to use while ascending a staircase. Map defiently needs a readjustment to this upper route for balance. And while it's visually incomplete, there seems to be a very unique and interesting style going. I would have loved to see this finished.
CT's spawn in giant's house, dev textures, stairs at CT are non solid, bad proportions, subpar clipping
I like the theme and art direction of the map. it's obviously work in progress. I hope to see it fully arted.
The layout has some cool stuff to offer. The flow and verticality aren't too great though. The sightlines the map has a poor and the overall paths need to be restructured. I recommend you check out this guide: "https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811"
The clipping is overall good, but lacking in some areas. There is no sound design. The frame rate, visibility and radar are good. Maybe the radar could be slightly improved.
I like the theme you have gone for and the art direction. I hope you can finish the map, Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2200313546
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hostagehouse94Level is unfinished. Missing a radar on the upper floor. Things are very big and out of scale. Keep at it, you'll improve with more time.
Missing radar
Doesn't look like a house, example, missing windows.
Nice theme for a map but strange layout.
While not visually pleasing, it pretty much sells the theme of a house raid hostage rescue. Would like to see the visual and detail aspect of the map more ironed out.
no negative space, wish the Ts didn't spawn next to the hostages, upper radar not packed, radar could be improved using TAR
The map visually looks very off, the geometry feels very off. I think you need to reference gathering and build you geometry off your references. A lot of the textures and models need to be upgraded to higher quality assets as well. The outside of the map is very under detailed. I think overall the whole map visually needs more attention to detail and love.
The layout feels like it has no structure. It needs proper pathing and routes. it's very random and currently feels like it has no direction. Plus, you give the hostage directly to T's which makes the objective very under-used. I recommend you check out this guide to help understand level design: "https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811"
The visibiliity and frame rate are good. The clipping and sound design is minimal. The upper radar is missing and the lower radar is difficult to read.
I hope you keep improving your skills after this contest and keep working on the map, Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2194220028
87
Splat82Level not finished, lots of dev textures. Layout seems mostly fine, though a bit big.
Unfinished
Dev textures all around the map, but gameplay is fun.
Timings need adjustment on one of the side routes. It's easily taken by the T's which can set up easy flanks and takes onto the bombsite for them since they also have a height advantage. CT's are forced to either challenege the chokepoints are play back on one of a few angles the bombsite area gives them.
dev textures, routes are a bit too open and long lacking cover, black model
The layout has potential, but I think it's slightly boring. The whole map needs a bit more spicening up. It also feels like the CT's need a little more options. They seem a little trapped in a corner.
Mostly everything is in development textures. There is minor polish and you do have a radar.
Hope you finish this wingman map. Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2093741425
88
de_glagor72Good start for a new designer, needs lots of work though.
Map looks unfinished.
Layout needs work.
Extremely basic in both visuals and gameplay. Needs a lot more work.
There just isn't a lot here. Everything is cubic and overall, visually boring. The routes just seem to weave in between these cubes and the bombsite atop the center cube is exposed and uncomfortable.
bad everything, boosts out of the map
Loading into the map my largest problem is I have no idea what the theme is. The map at this stage feels like it has no direction. References can help find you an art direction and help layout the paths.
The buildings all just have one textures applied to them and it seems like a very quick art pass.
The 3D skybox seems to be done very swiftly as well and has no detail.
The layout is very uninspired at the moment and needs a few playtests and I foresee a major rework. Right now it feels very random and paths really have no purpose or direction.
The map is also hardly clipped, there is no sound design and there is a path missing from the radar.
The next step I recommend with your map is to collect a lot references of your theme and create the geometry of the layout based on the references. Then, I recommend you playtest the layout and work off the further feedback you get there. Good Luck on your journey and happy mapping!
https://steamcommunity.com/sharedfiles/filedetails/?id=2111411027
89
de_Lockdown652 Bombsites, not to wingman spec. Level is missing lots of details / things making it look complete.
Two objective goes against the rules.
Very little clipping and the map needs more work visually.
DQ: Two bombsite maps are not allowed
two bombsites, the grass/plant area seems out of place, very close compact, not much clipping
Two bombsites are against the rules.
https://steamcommunity.com/sharedfiles/filedetails/?id=2175731296
90
Toilet46Feels like a good DM map during a LAN party.
Toilet.
The map is just a toilet.
Insert joke about the map involving the word 'shit'
no radar, no light_env, no skybox, bombsite is literally a toilet
The map is very dull and lighting looks very off. Map is heavily under detailed. Don't understand what exactly the theme is.
Layout is very messy and has no structure behind. It reminds me heavily of the "beginner" stage of the whiteboard test. You can check that out here, I hope it helps you improve in the future: "https://imgur.com/oNfsRAX". I also recommend you check out this guide: "https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811".
Clipping is minimal. No sound design or radar. Poor visibility. frame rate is good.
I think most of every element needs more work and love on the level. Good Luck with it!
https://steamcommunity.com/sharedfiles/filedetails/?id=2190980878
91
bruv29Level not done, fully dev.
Unfinished
Removed from workshop, cannot judge.
Bruh sound effect #2. Bridge route adds depth but also provides weird angles onto and from.
dev textures
The layout actually seems like it's got potential. I do think it's a little large, if you made it to around 75% of the current size, it might be a pretty good layout.
Everything is in development textures. There is no polish, but you do have a radar.
Bruv. And finish it Seth, it's got potential.
https://steamcommunity.com/sharedfiles/filedetails/?id=2244473743
92
Swag Gorillas29Meme map. Mondays though....
unfinished
This is just memes.
Imagine waking up and the first map you had to resume scoring onwas 'Swag Gorilllas'. Hate to see it. Also this is literally an aim map with a bombsite.
aim map, no radar
The layout is just 1 large room with no direction or structure. I have no idea what the theme is and I recommend you collect some textures and build your layout and areas of them, so you can make your areas look somewhat realistic and feasible. I strongly recommend you check out this guide and really try to grasp it and learn off it: "https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811".
Mostly everything is in development textures. There is no polish.
I hope you keep mapping and trying to improve and make something better. Good Luck!
https://steamcommunity.com/sharedfiles/filedetails/?id=2116300706
93
de_pto22Level has 2 bombsites Not wingman. Very blocky, like a CSS level. Could use more refinement. If you're just starting out with mapping, it's pretty decent for a newbit.
Two objective goes against the rules.
Two bombsites.
DQ: Two bombsite maps are not allowed
square map, two bombsites
Two bombsites are against the rules.
https://steamcommunity.com/sharedfiles/filedetails/?id=2129586810
94
変のラジオ塔 (Hen no rajio-tō)12Missing all assets. Fully black level.
Unpacked assets, cannot judge.
No custom content is packed, cannot judge.
DQ: Too many missing models and textures
nothing is packed
The map is missing many textures and models. Ignoring that the level is quite under detailed and you should go reference hunting, which will help you find an art direction, help layout the paths and make geometry look more realistic.
The layout feels a little messy. A lot of geometry is weird and needs more direction and causes poor flow on the map. A lot of cover feels quite random and doesn't feel significant. There are also a few sightlines that need addressing and are unfun.
The radar looks good and is well-readable. The frame rate is also fine. Otherwise the level has minimal clipping, sound design and visibility issues by the missing textures.
I hope you keep working on the map. Good Luck in the future!
https://steamcommunity.com/sharedfiles/filedetails/?id=2244434317
95
de_stroyed0Can't tell if meme level. Completely not done though.
A masterpeice, truely beyond it's time.
I refuse to judge this.
DQ: If you're going to submit a meme map, then don't talk/hype it every single minute. Completely ruins any chance of the small nose exhale I'll have when I play it. Also 2 hostages means DQ read rules nerd.
fire
Ummmmm.
https://steamcommunity.com/sharedfiles/filedetails/?id=2121015890
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