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- A Map for Counter-Strike: Global Offensive
I had the chance to playtest the map lately and found it to be rather enjoyable. Good detailing all around, nice soundscapes and nice touches here and there (wind turbines, bombsite B displacements…)
Gameplay was also a noticeable point with adequate timings/rotations, many tactical options and paths to use, as well as some interesting vantage points in the map.
Optimization was good all-around and fps was high for a smooth gameplay. Good job.
Speaking of optimization, you missed couple of brushes that are better off switched to func_detail to ease the PVS and increase frame rate: slanted brick roof near CT spawn and hexagonal tower structure near T spawn.
Some shrubs, plants and grass props have unnatural pitch black shadow patches underneath; it is better to disable shadows on these props that are mostly found on the path between bombsite B and T spawn.
In my opinion, the dark grey tile texture you used on the road looks way out of place as I think this texture is meant more for indoor floors rather than a road that is used by cars and trucks.
And on the same visual theme subject, I do believe there is a bit of contrast or visual clash between different parts of the map; you mixed an old village look with modern apartments and industrial buildings. In my opinion, sticking to a unified theme should be better as opposed to having mid like inferno, site A like militia and B like nuke. Variety is good to help players identify map sections and recognize them instantly but the variation should not be 180°; I think a good setup would be to maintain a theme similar to bombsite A across the map: it is more like militia with slight inferno hint - rural buildings with barns that can have an industrial-ish look if that’s your intention but without looking totally “Nuke” as in current bombsite B.
Hope this helps and good luck for your future projects.
Keep it up.