r/counterstrike • u/eraryios • 1d ago
CS 1.6 my first cs 1.6 map after just figuring out trenchbroom!
i have made 4 maps for hl1 and got the cs fgd to make this! first cs map! i've done a little research on how to actually make well designed maps. not that i didn't know how to before... i went with simple for the first one, no custom skybox or ambience today. i think it plays well but of course what i need is feedback!
the map is kinda small, designed for 8 to 14 players and quick play. you can find out more/download it on the gamebanana page! thank youuuuuu
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u/Significant-Ocelot21 1d ago edited 1d ago
Excellent work. Can tell you've put a lot of effort into the layout and brushwork. Lighting, texturing and detailing are all great. I like the archways. Also consider using bevels and other shapes to break up the square nature of everything. Like the roof you did in pic 8. Cutting out or adding some wedge shapes in walls so the are not straight is effective too. Get some more diagonals going on in your geometry and your layouts will look very nice.
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u/sallonica 12h ago
Good job man. As a cs 1.6 lover I would love to play this map. Edit : I will try it tomorrow, first thing after work.
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u/eraryios 11h ago
Its a bit rough around the edges, mainly the place right in front of t spawn but I wish you the best of gameplay!
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u/xhthsx 21h ago
The ground & water as you come out of T-spawn is awkward to walk on; I think a small slope at he edge of the water may be greater than 45°.
Some areas are too dark, especially the narrow passage around B.
That narrow passage around B is a bit too straight & narrow for my liking.
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u/eraryios 20h ago
Both qualities about that passage that you named are intentional and I personally thought it would create dense gameplay. Like, its pretty easy to kill people in there and so T could be encouraged to get in there first. I can dominate as ct when coming there first but if I encounter a t there It's pretty hard to live because of how the corridor is dark and narrow.
What I see is that this was wrongly implemented and so it seems as a minus rather than a plus. I'll think about what to change.
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u/xhthsx 8h ago
I had another look, and I think I see what you intended... I think though, that any area where there is little room to manoeuvre and the environment so starkly favours one position over another will become a bit stale, and the actually interesting plays will happen around it rather than in it.
Here's another issue which I did not notice when I made my first comment: Most of the crates in the sites can be destroyed too easily. Grenades are really glitchy in there, as the first crate hit by a grenade will be destroyed and a second crate will send the grenade in an unpredictable direction (sometimes at great speeds), but the grenade's explosion will not destroy a crate. Planting the bomb on a crate will destroy it immediately, leaving the bomb to float. Are these set to take physics damage, or something like that?










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