10-11-2017/09:20 AM
(This post was last modified: 10-11-2017/12:36 PM by PSyCOhTOa. Edited 2 times in total.)
(10-11-2017/12:31 AM)Swo-Z Wrote: As player who only plays 1v1 and the occasional mm I really like the maps you have made. I have around 354 hours on Invex 1v1 and probably an extra 250ish on another server I used to play (before invex had a 1v1 server) making that about 600 hours in 1v1. Here is what I have to say about your maps. Before I get to them I would like to say I did not try your am_infernew_banana28 or am_infernew_mid26v2.bsp.bz2 maps. The reason being I hate am_banana, and if its the inferno mid I think you're talking about with the wall in the middle that disappears after a few seconds, I feel it's just a peek and die map either the t being in mexico/unders/crawl space or the t holding the stair angle from t stairs. Other than that, here is what I think about your maps.
am_awp_rowv2 Is very nice looking but sand is very bright being a yellow colour if possible maybe lowering the colour to the sand of dust being that slight grey colour I feel like it would be a great map to play.
am_cachemid_myth Is great very easy to see everything and I would like to see this in our map pool as imo I'm quite bad at cache so this would be good for me haha.
am_dust2_mid_mythv3 Is another good map. I like how the cts can spawn either mid or short if it was just one spawn I wouldn't really like it as t's could just hold the angle and wait but having two spawn points is very nice I like it a lot :^).
am_matrixlobbyv2 Sadly I don't really like this map as there's not much to play with as there are just pillars and nothing else really to do.
am_silo_mythv30 I'm sort of both ends on this map I like it but I also don't at the same time it reminds me of a map we used to have which was the small ramp in the middle with two boxes on either side and ct and t's would spawn behind a big box on either end of the map I liked it but also disliked it at the same time. I can see this being an enjoyed map by some and a disliked map by others.
am_voidv2_myth Not much really to say about this map I like the design of it but I feel like the fog is a bit dark. Like with am_skybound it's a good map but very bright and just annoying to play with. This map has a great design like I said but the darkness of it could make it harder to see players with darker clothing since we have ct's and t's skins.
am_water_myth has an amazing design but I have a soft spot for am_water I used to hate it but now I love it. It has so many great small angles I love playing that players don't really check I like how you've made it but the boxes just seem out of place the angles I play are still sort of there but the walls just need to be there the tall walls that you could spray through what make the map so great imo. I like your design of the map but I believe the am_water we have now is great and don't think it needs to be changed, also the hs places on either side having two steps could get annoying as I'd rather it be one so you 'have to jump twice if you were to fail that simple jump, which you could it would make you inaccurate which is just frustrating.
Other than that I feel like the maps I have talked about greatly are wonderful for our pool. If others are willing to check them out I would urge you to go check them out. They are very well designed and feel that we have some maps that need to be taken out of our pool. *cough* am_banana, am_ramps, am_trainwreck, am_trainwreck3, am_crashz_dust_v2. am_lanii *cough*.
Thanks for your feedback!! I thought id adress a couple of things you said for my justification, aswell as clarifying a couple of things.
Am_infernew_mid has no wall in the middle, i removed it in my version for the same reasons that you stated. It sjmply contains the spawn, which can be peeked without waiting for the wall to collapse.
Am_infernew_banana definetly should be recommended. I share a similar distaste to the regular banana, but valves adjustment to banana during the infernew update really capitulated the maps key point.
am_row. I stated before it wasnt actually my map, but just an adjusted version of the ones used in 1v1 awp competitions. I used the original lighting values, but it could be keen for a revamp soon with new dust 2 textures and lighting values.
Silo held a very high place in mythical servers. (rather unexpectedly) if you have concerbs about the design, id be happy to make some adjustments, but from my experience, it plays pretty well.
Void, unfortunately, (although it being my favourite map) never managed to reach play on mythical before the servers got taken down. I still believe that the users are easy enough to see, and did take steps such as amping up the brightness so they would contrast. I also used the spotlight beams in the background to try and break it up. I am happy to remove or lessen the fog, but it also helps eith the map to break up some of the background noise.
water_myth was based on an older version of water. I only really used that version because preference was given to it by my previous server manager. I love the layout of standard water, but the low quality texturing and detailing, led me to do a remake. I am happy to consider remaking your version of water if you arent to attached to the visuals
Matrixlobby was made as a replica of the lobby. I really was keen on sticking to the design largely seen in the movie. If you have any ideas to improve it please let me know.
Thanks once again, for taking the time to play these. I hope that i can make some changes to some of these maps that can better fit gour recommendations
PSyCOhTOa
CS:GO Community Level Designer
My Workshop:
http://steamcommunity.com/id/psycohtoa/myworkshopfiles/
De_Malibu: http://steamcommunity.com/sharedfiles/fi...=783922848
De_Malibu2: http://steamcommunity.com/sharedfiles/fi...=921624644
CS:GO Community Level Designer
My Workshop:
http://steamcommunity.com/id/psycohtoa/myworkshopfiles/
De_Malibu: http://steamcommunity.com/sharedfiles/fi...=783922848
De_Malibu2: http://steamcommunity.com/sharedfiles/fi...=921624644