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Fy_Dust_TrainingGrounds_V2

A Map for Counter-Strike: Global Offensive

A small map created by TheeNux(aka TheGent)

Buyzone in the middle tower. Dynamic Shadows. Max Players: 40. Feel free to use this map on your server. GamePlay on Map [Here](http://adf.ly/FNkv3 "Here") Other Maps by me [Here](http://adf.ly/FLgH6 "Here")

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  • drimp avatar
    drimp Joined 14y ago
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    • 25 posts awarded Exemplary Feedback Medal icon
    • 50 posts awarded Exemplary Feedback Medal icon
    • 6 years a member Medal icon
    • Submitted 20 Maps Medal icon
    8y
    > **Posted by TheGent** > Wow! I really appriciate your comment good sir, and i can really work with it on v2.1. I will try to add everything you said was missing, balance the map and make the sewer more interesting. Thank you for the epic feedback. No problem, if you ever need any help with anything just ask. I can't wait to see the next version of this. :D
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    Mantra
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  • TheeNux avatar
    TheeNux Joined 12y ago
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    8y
    > **Posted by drimp** > Hi, > > Love this map; great balance and very fast, easy flowing gameplay. The layout is great and there are many areas for players to go (for example the towers and sewer) which keeps the gameplay interesting for longer. I have a few suggestions that I think could make this map really great. First of all I like the way you have created the cover although I suggest a few more boxes and crates just for players to hide behind when under fire. For a perfect level you would need to have a balance between players with snipers and players with smg's so that everyone doesn't end up all using the same weapon. Just a few boxes that players with smg's can run between would be fine with this map as it aims to be fairly open. Another suggestion gameplay wise would be for you to think a bit about the sewer, I found it seemed a little bit long and with out too much point as both the entrances/exits are the exact same distance away from both spawns. I'm not saying that this should be removed as it is always a good idea to work vertically as well as horizontally , but it may be a good idea to have another 2 corridors coming off from the sewer going somewhere that would lead to an advantage. Also some basic cover may be good in the sewer as it will also help give detail. > > Detail wise I suggest using some smaller brushes around may look really good. For example on the buildings you could use a wood texture and highlight the edges which usually creates a good effect. One thing that doesn't really matter too much is the flat walls around the edge, it doesn't effect gameplay at all but flat walls can take away from the visual impact of your map. The lighting you have used works really well as you don't need to strain your eyes to find the enemy, this creates a feel of being invited onto the map which a FY map should do. Some simple decals or overlays placed around the map may give another level to the map which may be something you could thing about using in the future. Another thing you could think about using in the future is func_smokevolume, to do this just create a brush with the texture noclip and add func_smokevolume to it which will create smoke clouds which may be good to use in this sort of dust map. > > I think this map is really great, the gameplay is fun and the looks are good for a FY map. You did a great job here, with some of the things I suggested this map could well be really fun and also great to explore. > > Thanks for reading, > Drimp ;) > > (How about that for constructive feedback?) :D Wow! I really appriciate your comment good sir, and i can really work with it on v2.1. I will try to add everything you said was missing, balance the map and make the sewer more interesting. Thank you for the epic feedback.
    TheeNux - Mapper
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  • drimp avatar
    drimp Joined 14y ago
    Offline
    7,500 points Ranked 898th
    18 medals 1 legendary 5 rare
    • Submitted 50 Maps Medal icon
    • 2nd Place - Underwater Mystery Mapping Contest Medal icon
    • 25 posts awarded Exemplary Feedback Medal icon
    • 50 posts awarded Exemplary Feedback Medal icon
    • 6 years a member Medal icon
    • Submitted 20 Maps Medal icon
    8y
    Hi, Love this map; great balance and very fast, easy flowing gameplay. The layout is great and there are many areas for players to go (for example the towers and sewer) which keeps the gameplay interesting for longer. I have a few suggestions that I think could make this map really great. First of all I like the way you have created the cover although I suggest a few more boxes and crates just for players to hide behind when under fire. For a perfect level you would need to have a balance between players with snipers and players with smg's so that everyone doesn't end up all using the same weapon. Just a few boxes that players with smg's can run between would be fine with this map as it aims to be fairly open. Another suggestion gameplay wise would be for you to think a bit about the sewer, I found it seemed a little bit long and with out too much point as both the entrances/exits are the exact same distance away from both spawns. I'm not saying that this should be removed as it is always a good idea to work vertically as well as horizontally , but it may be a good idea to have another 2 corridors coming off from the sewer going somewhere that would lead to an advantage. Also some basic cover may be good in the sewer as it will also help give detail. Detail wise I suggest using some smaller brushes around may look really good. For example on the buildings you could use a wood texture and highlight the edges which usually creates a good effect. One thing that doesn't really matter too much is the flat walls around the edge, it doesn't effect gameplay at all but flat walls can take away from the visual impact of your map. The lighting you have used works really well as you don't need to strain your eyes to find the enemy, this creates a feel of being invited onto the map which a FY map should do. Some simple decals or overlays placed around the map may give another level to the map which may be something you could thing about using in the future. Another thing you could think about using in the future is func_smokevolume, to do this just create a brush with the texture noclip and add func_smokevolume to it which will create smoke clouds which may be good to use in this sort of dust map. I think this map is really great, the gameplay is fun and the looks are good for a FY map. You did a great job here, with some of the things I suggested this map could well be really fun and also great to explore. Thanks for reading, Drimp ;) (How about that for constructive feedback?) :D
    Mapping Imp avatar
    Mantra
    Mapping Imp
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Credits

Key Authors
Linus Norberg (TheeNux)
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TheeNux Joined 12y ago
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TheeNux
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Development Info

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A bigger version of this map is being created.

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Version
1.2

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