aim_metal_css

A Map for Counter-Strike: Source

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map css by xs9 (aim_metal_csgo the css !)

map css by xs9 (aim_metal_csgo the css !) aim_metal_css By xS9 ...

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  • 4y
    awhippo avatar
    awhippo Offline
    Member Joined 10y
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    > **Posted by Clener Frost**

    > In all honesty, this really needs a lot of work, not only you could've made the actual design in a better way, but you could have added entities that would make the map look much better.
    >
    > Let's start:
    >
    > The texturing looks really unfitting, and there is no need to explain this. You used a metal surface for the spawns' ground which is originally from a prop texture. While it keeps detail, it isn't outstanding because of it's misusing. They are lacking alignment since the turns make them cut out.
    >
    > The ground is the only texture that I could say that looks good, it had mid detail, but still doesn't looks flat and can even be a plus if these that surround it are changed. Specially the wall surface, because it looks like it's placed three times over it, hence the black line repeating itself three times.
    >
    > What I could say is that you took textures from totally different environments, then mixed them into one. As expected, the result wasn't very good.
    >
    > The mapping looks overall decent, with the boxes being used as cover and with the high place to snipe from. Looks simple and little (Not talking in a bad way) and it's pretty much filled with boxes (They are too organized for a fight, though) and scattered rifles here and there. The design seems to be well learned by the game since the auto-generated navigation file does work well for me. Bots don't usually grab weapons and shoot with their pistol, but most of them take cover and shoot, and they also go to the other spawn if they can.
    >
    > If I can suggest some improvements, consider adding some cover to the sniper zone, if someone ever wanted to go and take an AWP he would get fastly killed by the other team, placing there the same boxes you used in the middle should get the job done.
    >
    > Another thing is to scatter the boxes on the last mentioned place, this looks way too ordered for a fight, you should add some in the middle area so players can take advantage of the layout a bit more. Also don't forget to drop a little amount of boxes in irrelevant locations to give it a better feeling.
    >
    > The map also lacks soundscapes, which is pretty much a con for this, there isn't even a sound of a wind, and the fact that it's mute makes all the other sounds appear...how to explain, very lonely.
    >
    > Be sure to add ambience in your nexter maps such as wind that would fit very well to this! Also try searching for another skybox since that one looks a bit weird...
    >
    > You should also try to add lighting, which will assure a very nice look if you make a good use of it - fullbright maps are usually not very good on their looking, and that's why it's like an always needed environment on level designing.
    >
    > Don't forget to search for a new set of textures - specially for the sniper place, and if you're planning on mapping again, think on more interesting ideas! look at the map concepts of de\_dust or cs\_747, for example, a hostage rescue in a giant plane, or a desert with terrorists trying to bomb it!
    >
    > Overall, I give this a 3, the map design is not good and really needs some enhancements, yet the gameplay isn't very decent (it can be improved by a tweaked nav file, yeah) but the fun is still there, I hope you don't take this as an offense, and keep going on future projects!

    if i would have seen this and your response to what this guy is telling you i would have rated your awp_metal_remix_csgo a 2/10 instead of a 3/10 it may seam like insults but its not we are trying to give you constructive criticism your brush work needs work practice with it keep it up but you cant get pissed at him for trying to help you out look at tutorials look at timelapse videos see how other poeple start there maps my biggest advise for you is don't start out with a block outline for your map or your going to end up with a square map start with lets just say a house then make the side walk street then the next house for example. if you do that your maps more then likely will end up not square and please once agen spend more the 2 hours with a map i mean this map looks like it took 30 mins that's a bad sight best of luck.

    2/10

    • Win x 1
    A God Above Men avatar
    Mantra
    A God Above Men
  • 4y
    Anonymous
    ...
  • 4y
    xS9 avatar
    xS9 Offline
    Member Joined 4y
    729 points Ranked 6231st
    **Cons:**

    - Always someone to say anything can not understand or criticizing others!Thank you not to put commantaire are useless!
    Bananite
  • 4y
    Clener74 avatar
    Clener74 avatar Turned off.
    Pyro-Zone Flag Affiliation: Pyro-Zone
    Member Joined 5y
    54,781 points Ranked 68th
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    Clener74 avatar
    Clener74
    Pyro-Zone Flag
    Pyro-Zone
    Bug Journalist
    In all honesty, this really needs a lot of work, not only you could've made the actual design in a better way, but you could have added entities that would make the map look much better.

    Let's start:

    The texturing looks really unfitting, and there is no need to explain this. You used a metal surface for the spawns' ground which is originally from a prop texture. While it keeps detail, it isn't outstanding because of it's misusing. They are lacking alignment since the turns make them cut out.

    The ground is the only texture that I could say that looks good, it had mid detail, but still doesn't looks flat and can even be a plus if these that surround it are changed. Specially the wall surface, because it looks like it's placed three times over it, hence the black line repeating itself three times.

    What I could say is that you took textures from totally different environments, then mixed them into one. As expected, the result wasn't very good.

    The mapping looks overall decent, with the boxes being used as cover and with the high place to snipe from. Looks simple and little (Not talking in a bad way) and it's pretty much filled with boxes (They are too organized for a fight, though) and scattered rifles here and there. The design seems to be well learned by the game since the auto-generated navigation file does work well for me. Bots don't usually grab weapons and shoot with their pistol, but most of them take cover and shoot, and they also go to the other spawn if they can.

    If I can suggest some improvements, consider adding some cover to the sniper zone, if someone ever wanted to go and take an AWP he would get fastly killed by the other team, placing there the same boxes you used in the middle should get the job done.

    Another thing is to scatter the boxes on the last mentioned place, this looks way too ordered for a fight, you should add some in the middle area so players can take advantage of the layout a bit more. Also don't forget to drop a little amount of boxes in irrelevant locations to give it a better feeling.

    The map also lacks soundscapes, which is pretty much a con for this, there isn't even a sound of a wind, and the fact that it's mute makes all the other sounds appear...how to explain, very lonely.

    Be sure to add ambience in your nexter maps such as wind that would fit very well to this! Also try searching for another skybox since that one looks a bit weird...

    You should also try to add lighting, which will assure a very nice look if you make a good use of it - fullbright maps are usually not very good on their looking, and that's why it's like an always needed environment on level designing.

    Don't forget to search for a new set of textures - specially for the sniper place, and if you're planning on mapping again, think on more interesting ideas! look at the map concepts of de\_dust or cs\_747, for example, a hostage rescue in a giant plane, or a desert with terrorists trying to bomb it!

    Overall, I give this a 3, the map design is not good and really needs some enhancements, yet the gameplay isn't very decent (it can be improved by a tweaked nav file, yeah) but the fun is still there, I hope you don't take this as an offense, and keep going on future projects!

    3/10

    • Disagree x 1
    I love everyone. avatar
    Mantra
    I love everyone.
  • 4y
    xS9 avatar
    xS9 Offline
    Member Joined 4y
    729 points Ranked 6231st
    **Pros:**

    - for the moment the map goes into beta, the map will be re edit!
    Bananite
  • 4y
    ZLOI_DED avatar
    ZLOI_DED Offline
    Member Joined 4y
    > **Posted by xS9**

    > **Pros:**
    >
    > - Yes

    It's Final/Stable? Or my eyes are blown up?
    It should be beta, if not alpha.

    IMHO Textures are bad.
    Beginner Source mapper avatar
    Mantra
    Beginner Source mapper
  • 4y
    xS9 avatar
    xS9 Offline
    Member Joined 4y
    729 points Ranked 6231st
    **Pros:**

    - Yes
    • Funny x 1
    • Interesting x 1
    Bananite
  • 4y
    ZLOI_DED avatar
    ZLOI_DED Offline
    Member Joined 4y
    First map? Ya?
    --------------
    Beginner Source mapper avatar
    Mantra
    Beginner Source mapper

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xS9
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Players
16
Development State
Beta

Stats

Posts
8
Views
1,577
Downloads
1,190
Date Added
4y
Date Modified
4y

Scores

18 bScore
2.5 Rating
3 Critic

2 voters

1 critic

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