Looking for assistance with CSGO map testing? Let me know what you need help with!
Looking for assistance with CSGO map testing? Let me know what you need help with!
Hey there, I’m glad you reached out! I’ve set up the Riverside map on Steam and would really appreciate any feedback or suggestions from the community. This is just my second map, so your input will help me improve it. Feel free to share your thoughts or point out any issues you see. Here’s the link: http://steamcommunity.com/sharedfiles/fi...=896668523
Thanks, I have another update coming that fixes some of the problems you might have found
From the images, it seems the display is dim. I’ll try again after I’m back.
Here’s a rephrased version of your text:
So here we go with an extreme constructive approach to CS GO. Please keep in mind, I’m brand new at creating CS GO maps—I’ve never made one before and have no idea how to do it. I also don’t usually test maps or download workshop versions; I’m content with what Valve provides.
First off, I don’t have a group of friends who can play together in competitive matches. Maybe a solo 1v1 would work, but that feels too simple. I tried bots first, then moved on to competitive, deathmatch, and finally arms race. I didn’t test Casual because it would feel like a regular match (I guess).
Before diving into details, let’s talk about the map. I’d like to add something in the background—it looks pretty dull and uninteresting. The green water is fine, but I’d suggest improving the edge area, perhaps with a wall. The city view is quite plain, though.
Spoiler: The bomb site marking is really important. We’re not just looking at it—we need to know exactly where it is.
Another idea would be to change the sky color. A blue or white sky would make the map feel more vibrant and less gloomy.
I’d also like to experiment with the skybox. It’s currently a bit confusing because there are no labels or signs.
Radar is useful, but it’s still a bit buggy. I think adding a clear arrow would help, showing which site leads to another. Without names or markings, it’s hard to tell what each area is for.
This gameplay feels rushed. Climbing the ladder and then jumping down the bridge is too fast—especially from the T side. I checked the CT side positions, and they’re almost the same distance from the bomb site.
I wish more holes were added. Right now, it’s unclear why you’d target the CT side. Also, there’s a ramp on the CT side. Was that intentional? Did CT need to defend themselves?
Now onto how bots behave. I set the difficulty to easy so I could explore the map without too much risk.
1. The CT side bots don’t move much at all—they mostly stay put, then slowly head toward one bomb site. This happens in every mode except deathmatch, which I’ll discuss later.
2. All bots on the T side seem to stick to a tunnel, moving only through it. I wish they could find alternative paths.
3. Deathmatch is nearly impossible. You often respawn in the same spot, sometimes needing a bonus weapon or kill command to escape.
4. Spoiler: There’s a friend who got stuck. By checking my teammates’ positions behind the CT wall, I found it. They could see me and retaliate.
5. The tunnel is boring. It doesn’t add much value.
6. Adding a radar would be helpful, but it’s still unreliable.
7. The arrow I placed is useful, but it should point to specific locations instead of just being generic.
8. Once you reach the bomb site, it feels like you’re jumping straight in—often within seconds. This speed is unrealistic for T side players.
9. I’d like more holes added. Right now, it’s strange why you’d target CT side areas. Also, there’s a ramp on the CT side. Was that meant to be a defensive feature?
10. Finally, deathmatch should randomize spawn points so it’s more interesting.
Overall, this map has some potential. With better lighting, decorations, and fixes like improved lighting and props, it could become much more engaging. If you tweak the bomb locations and add more detail, it would be great.
It’s not perfect, but it’s a solid starting point.
Thanks soo much for testing it, I have recorded the times for rotates, CT to both sites and t to both sites. Ct gets to a site in about 7 seconds (they have a 3 second advantage) and CT to b is about 5 seconds. (I did this with knife out and running in the quickest way possible). I have fixed some things already and am continuing to fix things. The ladder at t spawn was removed then put back and that gap in mid was filled with heaps of crates on a platform to prevent t side going onto that second level and killing CT's getting to a site. B site also has a new entrance beside the one ramp. I don't know how to fix the bots Nav-mesh and I will fix the CT spawn pit problem. The lighting will be fixed by adding more lights to places and increasing the brightness of the sun. Also, I realized deathmatch was impossible because of it's pretty open skybox and the randomized spawns, I will also elevate CT spawn to make it less of a camping spot and add displacements at the very back of t spawn to make it look more like a river. The purpose of the ladder and second mid (the place above that mid-ish spot) was for T side to attack the Ct's on A site (like some sort of A slipt) and also to get another entrance to B site (but now I realize that that small balcony area is completely useless and it should be removed and put in place with some sort of tunnel or something), second mid was also mostly going to be used for rotates and flanks. The spot that you pointed out were you were looking into that tunnel like thing, I was wondering if it should be removed or not because of the advantage CT's could get from it and the huge advantage T side could get from it, what do you think about it? I will also put smaller site icons and figure out how to make a radar to help players navigate the map. Now that i think about the map choices more i am startibg to wonder why there even is a second mid to be honest. maybe we can go on my map together and test it some more if you have time THANKS, SOO MUCH FOR TESTING.