Layout tips

  • Thread starter Thread starter zeOx
  • Start date Start date
Z

zeOx

Guest
do any of you have some tips on the layout for a CSS map should be?
I'm in the middle of the project but I don't really like the layout that i have for it. anything that is essential for the layout in cs?
 
Try to prevent either team from being able to snipe opponents halfway across the map.
 
Make sure there are multiple routes to places in the map and that each side has the same number of advantages/disadvantages.

Oh and I second no easy sniping spots (make them vulnerable from somewhere)
 
at every point of the map you should let the player have the option of more than 1 route to take. make sure there arent any major camping spots if there are make sure they can be aproached to from atleast 2 directions . make sure the spawns are not too close to each other so that u cant grenade spam or snipe. thats all i can think off.
 
I've been thinking about this recently also, try to find some overhead views of good maps. Notice they arn't really linear; time out where the teams will meet if they both run from spawn.
 
put some easter eggs in it that are hard to find but if a player does happen to find it he telepots to a rooftop where theres an awp and lots of ammo or something.
 
crackhead said:
put some easter eggs in it that are hard to find but if a player does happen to find it he telepots to a rooftop where theres an awp and lots of ammo or something.

I'm really glad you don't know how to map.
 
i do know how to map and have made many maps with easter eggs in them. how can you make such a generalised comment.
 
because that's the worlds gayest easter egg. a easter egg is more of a visual treat, in my opinion.
 
As with everything start out with pen and paper. Its easier to make bigger changes on the paper than in hammer. Think of where should the meeting point be, make sure no team gets a big advantage over the other team, prevent any crazy sniping positions and most important dont make a huge open map. If you, at any point, get to see the whole map from a position your`e map will not be any fun to play.

That was just some advices from my experience and no layout. And I guess you are a better maper than me, but I just had to say it anyways. Good luck to you :)
 
Try and make a bottleneck/choke point area where both teams will reach at the same time. Like the indoor area on de_dust, or the bit under the bridge.
 
Yeah! Thats what I meant with meeting point. Just not that good explained :P
 
de_dust is a great map to base your layout on. When you take away all of the obstacles (crates) inside the map, its really just in the figure of the number 8. de_dust2 has a very similar layout, but with about 2 or 3 shortcuts that make the map easier to navigate because of the size.

The reason they're so popular is because they're simple, and all of the choke points are balanced and well thought out. They even use the same elements to prevent sniping.

So that's my advice, keep the layout simple. A lot of talented mappers can make map look great, but they make their maps too complicated. That's the difference between talent and experience. Remember gameplay before style. Etcetera.
 
Ben Esposito said:
They even use the same elements to prevent sniping.
Except in Dust2, where the CT's can run about ten feet and end up with a direct line-of-sight to part of the T spawn. It's not a very big issue at all, but it pains me when I'm playing with 0 seconds pre-round buying time, and just as I purchase a grenade, I get awped or autoed.

But on the other hand, I love everything else about Dust2 :)

[edit/addition] Also, make sure your map has more than one chokepoint, otherwise the round will be over in seconds, and rarely will a team win by completing the map objective.
 
stigmata said:
Except in Dust2, where the CT's can run about ten feet and end up with a direct line-of-sight to part of the T spawn. It's not a very big issue at all, but it pains me when I'm playing with 0 seconds pre-round buying time, and just as I purchase a grenade, I get awped or autoed.
To be fair that's the server op's fault, not the mapper's.

Most of the advice has been given, but I'm better on specifics for the layout, and the theory of section-by-section 3D layout.

When you have your layout post it here and I'll give you feedback.
 
More than 2 chokepoints. I'm sorry De_Dust is a terrible map. Dust2 is better with 3 chokepoints. Played CS_assualt? Terrible map two chokes (vents don't count). Try and base around 3-4 anymore and you'll have a massive game of hide and seek rather than CS.
 
I agree. I hate dust1 just because when you have more than 5 people it becomes a camp off between the two sides with very few jumping in and trying to kill a few people before dying themselves.
Trying to work in multiple level pathways is always good. Something like prodigy and the vents to use an example.
 
Back
Top