wtf? I looked up what makes a map good, and the first video was really misleading and instead talked about the good old days. This video is second, and gives a comprehensive look into map making. Great job man 👍
Chokepoints are another thing i would add on top of this list especially in games that rely heavily on money management like csgo. Eco rounds should be tough on the team thats gotta save up but there has to be a fair chance for the team to make an entrance and push for the objective. CS has 2 kinds of maps. 1: Maps where the chokepoints sit further back closer to the attacking team which makes throwing an incendiary to completely deny the push a risky task for the defenders (Cache a main, Dust 2 long doors, nuke outside, Inferno mid) are good examples for that. The defending team can also go for a more cautious approach and toss their utility from cover which will slow the push but leave a gap big enough for any incoming Ts to run arround it 2: Maps where the chokepoints sit closer to the defending team (Mirage Train overpass) where every entrance can be blocked with a single molotov from behind cover which typically gives the defenders on the other bombsite enough time to rotate crushing any attempt to overtake the bombsite and get the bonus for planting. The second type of map will typically result in 2-3 consecutive ecos (more if you have to invest in smokes to take out the fire) and if you throw awps into the mix its usually gg until your team can afford one aswell.
Thanks, I can understand the confusion, I tried to keep the video as dynamic as possible, but it was my first video in this format so I was experimenting quite a bit. Thanks again for the nice comment.
Great video, I'm taking this all into consideration going forward with my game design. I'm trying to make an arenaFPS that brings back that abstract and flowing feel of level design and movement.
great video, I do miss a mention of the standard square 2x2 map design (foursquare) that alot of csgo maps have. And you could go deeper in different gameplay and mechanics games has as different games require to be designed with their playstyle.
one tip use audiocity flattened tool and boost you voice aka. speak louder the audiocity thing you can search for on yt but you have a good yt chanal i can see you being really big
Can someone please help me understand what he is saying at 7:08 to 7:18? "is the time needed to reach a given destination well handled and ...(inaudible)... the time that takes to go the objective from ...(inaudible)... every time when there's a possible confrontation between two enemies" (7:18)
@@Flusher thanks so much for the reply! "is the time needed to reach a given destination well handled and it's not only the time that takes to go the objective from spawn that matters, but also every time when there's a possible confrontation between two enemies" The reason I ask is that I've been doing a case study on what makes good multiplayer maps in video games (what makes them good, what attributes can a map have, how much does the base gameplay tie into it and what effect does it have etc.) and this video is one of sources
wtf? I looked up what makes a map good, and the first video was really misleading and instead talked about the good old days.
This video is second, and gives a comprehensive look into map making. Great job man 👍
instablaster...
Chokepoints are another thing i would add on top of this list especially in games that rely heavily on money management like csgo. Eco rounds should be tough on the team thats gotta save up but there has to be a fair chance for the team to make an entrance and push for the objective.
CS has 2 kinds of maps.
1: Maps where the chokepoints sit further back closer to the attacking team which makes throwing an incendiary to completely deny the push a risky task for the defenders (Cache a main, Dust 2 long doors, nuke outside, Inferno mid) are good examples for that. The defending team can also go for a more cautious approach and toss their utility from cover which will slow the push but leave a gap big enough for any incoming Ts to run arround it
2: Maps where the chokepoints sit closer to the defending team (Mirage Train overpass) where every entrance can be blocked with a single molotov from behind cover which typically gives the defenders on the other bombsite enough time to rotate crushing any attempt to overtake the bombsite and get the bonus for planting.
The second type of map will typically result in 2-3 consecutive ecos (more if you have to invest in smokes to take out the fire) and if you throw awps into the mix its usually gg until your team can afford one aswell.
Honestly one of the best videos on map design I’ve ever seen, you gave a lot of great points and discussed them clearly and concisely.
Thanks a lot for the kind words!
Back at it again with the porno music in background boi
You know it !
Damn this video was way better than the other video recommendations for map design
Cool video. Though, it was confusing when you were cutting to an entirely different game while talking about the CSGO maps.
Thanks, I can understand the confusion, I tried to keep the video as dynamic as possible, but it was my first video in this format so I was experimenting quite a bit. Thanks again for the nice comment.
@@Flusher I look forward to more
Great video, I'm taking this all into consideration going forward with my game design. I'm trying to make an arenaFPS that brings back that abstract and flowing feel of level design and movement.
Thanks! Nice to see aspiring game developers enjoying this video. Keep us updated with the progress you make on your game!
@@Flusher Will do! :)
@@Grimsikk last update was a year ago :(
This deserves way more recognition
as a game designer, I did not think map making was going to be hard...boy was I wrong
excellent analytical skills!!
Currently designing and making a Valorant theme shooter map for a college project and found this video very helpful.
i came here from readdit and this is a great video very interesting
What reddit?
great video, I do miss a mention of the standard square 2x2 map design (foursquare) that alot of csgo maps have. And you could go deeper in different gameplay and mechanics games has as different games require to be designed with their playstyle.
Good vid!
THE BEST VIDEO ON MAP DESIGN! rest are all bullcrap
one tip use audiocity flattened tool and boost you voice aka. speak louder
the audiocity thing you can search for on yt but you have a good yt chanal i can see you being really big
Thanks a lot for both the nice comment and the advice ! It means a lot, and I'll try to do better with the audio in the next video !
1:26 calebcity popped into my head lol
You deserve more subs
Great video!
i came here from a vine compilation and i loved it
Since when i overwatch fast?
song at 6:00 ?
Can someone please help me understand what he is saying at 7:08 to 7:18?
"is the time needed to reach a given destination well handled and ...(inaudible)... the time that takes to go the objective from ...(inaudible)... every time when there's a possible confrontation between two enemies" (7:18)
"...It's not only..." and "...spawn that matters, but also..."
Sorry I probably had the flu or something. I was speaking through my nose.
@@Flusher thanks so much for the reply!
"is the time needed to reach a given destination well handled and it's not only the time that takes to go the objective from spawn that matters, but also every time when there's a possible confrontation between two enemies"
The reason I ask is that I've been doing a case study on what makes good multiplayer maps in video games (what makes them good, what attributes can a map have, how much does the base gameplay tie into it and what effect does it have etc.) and this video is one of sources
@@heinrichkreuser2659 Nice! Sounds very interesting! Happy to be of some help 😁
overwatch is fast paced? CS is slow? lol
@@or6060 Yes and yes
your mom
Okay bro
uh... why?...