Ads keep us online. Without them, we wouldn't exist. We don't have
paywalls or sell mods - we never will. But every month we have large bills
and running ads is our only way to cover them. Please consider unblocking us. Thank you from GameBanana <3
Hello, it's awesome that you're quick in making fixes to the map and update it immediately.
I just wanted to tell you that the "Map Decoration Update" you made is simply an announcement, and it probably shouldn't be considered an update, because you're only announcing.
Updates should be only made after you've done/made something to present, such as the second update you've made (Update Released). I'm just telling you this to prevent possible problems in the future (people could flag/report your map for that).
Anyways, about the map... I can see the attempts you've made to make the map more beautiful. The water tower, the palm(?) trees, different types of crates, but you could also improve the floor.
You've probably watched the displacements tutorial I linked previously. So, now, you should be able to understand how to make displacements. The floor at the moment is still a flat surface, so you can use displacements to improve the floor's surface (as in making it more realistic, more sand-like).
I also wanted to tell you to not post updates too quickly. because people could report/flag your map for that. I personally only make at most one update for a map per day. You don't necessarily need to post update each time you change something in your map. Instead, you could wait until you've done enough changes, and then post ONE, but BIG update that contains many changes.
Hey, I've opened the map in CS:S and here is my feedback about it.
Given the fact that this is your first map, I'd say this map is better than the average "my first map" in this website (at least from what I've seen personally).
A good portion of "my first map" still use the default skybox, while your map doesn't do that.
A good portion of "my first map" is also fullbright, while your map isn't. You've used the light and light_environment entity already.
Although, to be honest, the map is extremely bland, you've tried to add some crates/vines/fences/etc to make the map more beautiful.
I've also noticed that you haven't used the prop_static entity yet, so I highly recommend you to use it. It allows you to put various objects inside your map, such as, a table, a chair, a bookcase, etc. Since your map is dust-themed, there are a good selection of objects that fit well with your map's theme. Just use the keyword "dust" in th search box, and every prop used in the map de_dust and de_dust2 will appear.
I've noticed that there are missing textures beneath the map. Did you use custom textures? If so, you will need to pack them, so that the players can see it.
I had great FPS while playing this map with 9 BOTs, though that is because the map doesn't require optimization yet. There aren't much things to render in this map.
You seem to make a big skybox that surrounds the playable part of the map. This is not a good thing to do, but I guess it's no problem as this is your first map. Instead, you may want to make the skybox box as small as needed (roughly the same size as the playable part of the map). But, this is probably something you don't need to immediately fix for now.
You did a nice job paying attention to clipping, so that players don't climb over the wall, but you probably forgot to clip ALL the walls.
As for the map layout, my only suggestion is to make CT spawn nearer to the B site, or the other way around. At the moment, Ts can reach the B site faster than the CTs. In this gamemode, CTs are supposed reach the site earlier than the Ts (as far as I know).
This map is good as a first map, but there's always room for improvement. I guess, you probably want to add more details to the map, as YellowJello said. Whether it be prop, or decals. You can look at de_dust/de_dust2 in CS Source to get an idea of how to decorate your map further.
Thank you for reading, and hope you have a good day.
Not bad for a first map. You got creative with the layout, I can see you tried here. My suggestion would be to add more detail; more stuff on the walls (not too much) and some other stuff around the map to make it feel a little bit more alive (props, foliage, etc).
Take a look at some of the more popular maps here to see what I mean. You don't want to overdo the details, but if you add enough it makes the map look a little more lived-in.