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First of all, the middle is awesome, it's a great way to get kills, but it has a very high risk too, which rewards the good players. But if you're a less advanced player, the house/building is a great place, with lots of hiding spots.
Second of all, the map is big, which means a lot of hiding spots, which I find good because of the lack of tactics on demolition mode, nowadays, people just run in the center and kill everything they see.
Last but not least, this map is challenging. I feel that in arms race maps, they're just too easy, you just run around, and kill everyone. This one, needs a decent amount of skill, unlike most arms race maps.
Anyways, keep up the good work,
~Babuun
More of my work:
AWP|Tiger http://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=415247475
P90|Safari http://test-steamproxy.haloskins.io/sharedfiles/filedetails/?id=415315309
Rate this please and thank you
Sorry about the 3 posts but steam workshop does not allow more than 1000 characters/post :(
As I said, I quite enjoyed the map and I look forward to future versions (maybe one in daylight). Keep up the good work and best of luck in your future projects.
Will2k
- The map could use a simple 3D skybox especially where the side alleys end (with ladder and scaffold). On 1 side alley and being on the window edge in 2nd floor, I could see the 2D skybox beyond the scaffold. A small street with buildings and couple of trees should suffice to give the illusion of bigger map.
- You may want to move all your light entities away from walls/ceiling by 64-72 units depending on the surrounding geometry. You lights are too close to walls giving result to this nasty bright patch of light on walls.
- I really enjoyed the map; the gameplay is frantic with no time to catch your breath (multiple paths, variety of openings, z-axis gameplay)
- Great attention to details and overall ambience (props, lights, sprites, decals...)
- The ambience is quite pleasant and relaxing (that is before the action starts :)
- The visuals and aesthetics are well thought out
- Everything is nicely clipped and/or has collisions disabled for smoother action and players motion ;)
Now for the things that need your attention for your next update :)
- Using mat_leafvis 1, I noticed that your angular 45° hint brushes are only covering one side of the corner they are placed on. You will not get the full benefit of these brushes unless you extend them to the other side of the corner, to make sure that the visleaves on each side of the corner tip can't have a direct line of sight.
A special thanks to Flexible Hoes for directly comparing tipsy to crocked.
Please, do not hold back on negative feedback either, so i can improve the map further :)
Tipsy is now open for Deathmatch as well, please give that a try if you get the chance.