I was literally watching the past video 5 minutes before this upload since I kinda wished valorant had good maps and was thinking "it can't be that hard, warowl did one that worked great a few months ago"
I really, really like this series. I find map design fascinating and I don’t think there is a ton of it on TH-cam that is edited and explained this well from what I can find. I would love to see more.
13:20 there are lot's of fountains on the haciendas, (wall fountain perhaps) that you could put in there. Or it could be like an altar/shrine, Old Haciendas always have something religious on it just so it's not just boxes everyweere
another idea i got to counter the kind of claustrophobic setting the map has is to make mid or somewhere else a little more open, put a fountain there and maybe some elevation like a second floor watching into that fountain area which is pretty common in capo owned mansions or haciendas, only problem is that there would be too much angles and it probably would take too much to add into the map which is already fully designed practically except for some details and angles
You mentioned getting rid of the second “patio” and putting the apc as a big form of cover. But I thought that area looked kind of like a stage for a band or a wedding. Could make those boxes into speakers and maybe have some stuff fitting that theme as cover.
For making the smoke mid less powerful: -Remove that chunk of the wall on A so CTs can watch B entrance -Severely raise the entrance to B site. I am not saying raise Cat, but like a thin T apartments entrance looking thing -Add a box towards the back of the balcony/window area that the CT can solo boost on to. This will leave them more exposed to shots from mid, but they will be able to see over the smoke
So regarding your ideas: The first suggestion would almost make a direct crossfire between 2 AWPs the mandatory strat, by having one AWP in the interior at B, and an AWP at the box on A. The other 3 players solely focus on making sure their 2 awps can stay in position to essentially lock out the map. The second suggestion isn't that bad, although this might cause the B site to become to difficult to take by having such quick rotate times.
B is easy to attack right now, by adding a quick rotate it helps cancel that out, but it's not too OP as if you force the B rotate then you can take mid.
I thought the same. Having that AWPer on A as well allows for a huge potential to shutdown any splits heading through mid as well as if someone isn't playing at window, a potential to frag out some Ts before they can enter site and alert enemies. I feel like that would make 3 A 2 B basically mandatory by default, so that 2 CTs can lookout for A connector and A main while the 2 B can just play out B site as needed. The second suggestion I concur with, but seeing as it's so easy to rush up mid with just one smoke it'd be nice to be able to rotate fast on CT side. The downside to adding that door though is the fact that Ts can also swarm mid balcony or watch for the rotate from mid or T spawn, so you'd have to make sure there would be some cover in front of the B side door so the CTs can hold an angle safely onto B site.
@@nofilterneito I get what you mean, but if point A isn't changed but point B is, you can safely hold A with 2, and put 3 on B with one using the new design of the mid area, effectively making the mid player an insanely quick rotate to B, and a quick rotate to A regardless. I feel like that would cause the mid player to not even want to challenge mid, making a large partian of the map dead with all CT activevity focussed on the sites, with a Mid player making sure T's don't exploit the newly created rotation/entry at mid, but not actually challenging mid.
10:37, The idea of a spot to drop weapons so that enemies cannot pick them up is interesting, however what if you could use an HE grenade to shoot the gun out of the hole? Just a quick idea I thought might've been fun to add
I know this sounds dumb.. but why do you drop weapons so that enemy won't pick them? Why don't you just keep the weapon? What's the purpose of not giving enemy weapon while you yourself lose a weapon? I don't get it
@@azure8490 if you know you will die and you know the enemy could benifit from your weapon, you toss your weapon away so the enemy cannot get the upgrade your death would provide
@@azure8490 imagine your team mate had an awp,but u have one aswell, when he dies you put his awp in there so the enemie doesn't get it and keep your inicial awp with u
@@mumu9551 ah i see.. but you're then at a disadvantage of not using the main weapon to fight the enemy which might win the game (clucth maybe). Also if you know for sure you will die, that means the enemy already got a good weapon which means they won't pick yours anyway. I prefer not dropping it (cuz im a noob xd), but thanks now i get it
I love how excited WarOwl gets while talking about his map creation, it’s so fun to watch haha. Best of luck with the map, can’t wait to see how it turns out!
Does anyone else really love the textureless orange/gray-box design. It has a nice clean minimalist aesthetic to it. It also makes me feel like im in a battle arena that was created in the videogame's universe purely as a place to fight.
It gives me a lot of nostalgia for Counter Strike Source and Day of Defeat Source. I loved hopping on new servers not knowing what custom modes and maps to expect.
11:20 I would recommend if you're going to remove that chunk of the wall then you should make it to where the person on A site would have to stand on top of the boxes to see to mid B doors to add risk to holding that angle. Being able to cover an entrance for both sites while standing in cover on site A seems too strong. As for the Balcony on A I would recommend giving it a little more line of site into mid A corridor. It would give the cubby in it more purpose.
And It seems the position on balcony in A would perhaps be too strong for post plan position. You would basaicly be able to hold two entrances very effective on the retake.
You know what would be cool? Custom T and CT player models. Here's an idea, how about Terrorists have a look similar to the Zapatistas in Mexico. Zapatistas are an armed revolutionary group present in the southern areas of the country. They use an iconic uniform that (imo) fits CSGO quite well. Try searching "zapatista" on google for an idea on what I'm talking about. Meanwhile, CT's can use a uniform similar to Mexican SpecOps. Again, try searching on google "Mexican Special Forces" to see what I mean. Source, am Mexican.
@@stressedbyamountainofbooks as much as i want to do it, I lack the knowledge, time and skill to make those player models. I suggest commissioning someone that actually knows how the whole thing works
I feel like adding cover and an incentive for the CTs to drop down from the mid window to hold mid would allow CTs to hold, or move the entrance to B site from mid be pushed up so A connector can hold it, and there is no one smoke to block off all angles
Villager rushes was all my brother and I did before we finally realised you can build barracks and you're not supposed to somehow survive against the AI with only villagers :P
Quantise - he told people to stop queuing for cobble when they play competitive and valve looks at the amount of people who played it so they eventually removed it from the competitive map pool and replaced it with vertigo
This map design is very, very good, however a lot of the struggles you find seem to be with the cover. when I think of Dust2 or Mirage, most of the cover is in the shape of the walls, however most of your cover is made with objects, which are much more arbitrary than walls in context. The walls of the map should be guidelines, not only to mark where you can and cannot be, but also to show where you should hide if you've just taken a site, or what angles you can hold while defending a site. Enclosed spaces also make for boring combat, because there's less space for cover; most of Cobblestone is made up of enclosed space, only really opening up in the sites and T spawn, which are CT sided, and so the T's get pushed to their spawn, where they have to watch three angles, while the CT's know their positions, because they can only hide in the same few spaces, behind objects and in enclosed spaces. TL;DR Use objects only if you absolutely must, walls are much stronger sources of cover than objects. Small rooms also enforce boring combat.
12:38 put an entrance from “jungle” to B main (from mid) and not directly to B site To give like a Terrorist strategy someone be covering the entrance from mid (behind mid box for example) I also think your idea would be a little op because is easier to CTs to rotate faster (Edit): And not to change the CTs corridor from ct to jungle and do not quit the windows ( well the windows idk what to say but it’s the best thing in my opinion xd)
Me has hours of mapping experience and still makes a terrible map Warowl makes a beautiful map with great textures and really awsome lighting all of this on his first time
@@alineandastickandagain885 I try so hard I use all kinds of different strategies I come up with something Innovative and when it comes to texturing it plays like crap and it's terribly optimized the lighting is terrible and the terrorists just walk in the walls in the CTS just came on a box that you're not even supposed to access
There's a lot of things that he's doing correctly that's making the map progress the way it is. You can see that he's doing a ton of research before and during, alongside lots of testing. Personally, I find testing maps the most difficult, because having a community/people that are interested in play testing your map on continuous basis is a huge advantage to have. Not taking away anything from him here, but in reality that's why it's turning out the way it has.
In terms of the colors and theme of the map, regarding that wall chunk at mid u wanted to remove, u can make the wall below the chunk flat and the upper part can be turn into a balcony so i doesn't look like u just removed a rectangle out of the wall and it would still look fitting and totally not odd! Good luck on the map, seems like its gonna take some work but i reckon both you and us will be proud of it!
Ideas for the map. (I'll give you multiple ones so you can choose or come up with a better one) B site: 1. The passage towards T Spawn can be elevated like Aps 2. Give the passage really angular stairs so that it is more expensive to take and it becomes less likely to be rushed. 3. Adjust the length of the passage so Terrorists can't exploit timings. Mid: 1. Instead of creating B side aps, you can make mirage style A site stairs for going towards B. (that would also help with elevating B site as a whole) but make sure you make the platform towards the entrance long to make it more risky. A site: No matter how much you say the B site is broken, A sucks and is worse than B. it's super CT sided. 1. bring it slightly closer to T side. 2. reduce the amount of cover. 3. tilt the mid entrance to A so that the jungle player(like mirage) has a direct angle towards cat. this would work because B site entrance is elevated
1) Why not putting some more of these "whoops your gun in gone" spots somewhere on the map, gives it some more character to eliminate guns from a round and the enemy not being able to safe them. It even makes smokes somehow more difficult if you would make them very slim under some of those half round gates in the wall (don't know how to call them properly :D ) 2) The idea of a better rotation for the mid player should always be combined with a drop so that you can' t rotate the whole time around instead you need to get boosted up again by a mate. This would make fake plays by the Ts way more efficient and improve the trys. 3) Something like a fountain or the statue from cobble b spot always turn out nice in order go give some cover and possibilites to play with.
I don't like the fact that the spots are on the ground. A gun can accidentally drop there if someone dies next to it. They should be in a spot where the only way to lose the gun is by doing it deliberately like throwing it over the wall on Cache.
You could make the holes like sewer grates, so they only fall if thrown a certain way. Its would also be cool to have a sewer section but that may just break the gameplay or become unnecessary.
I love those maps with the orange boxes. I used to play gun game heaps in source where there were mostly maps with just those orange textures, so much nostalgia.
6:35 from this perspective, the nest on our left should be removed and a nest on the far right should be added, the nest on the far right shouldnt be able to see them cross until they get to the box. the trade off of watching that spot would be letting them push mid.
You have a radio podcast voice, one of those voices that's just amazing to listen to taliking for hours, that combined with the charismatic and enthusiastic approach to everything, you shouldn't be a youtuber, you should've been a goddamn salesman!
Haaaa I remember that kid from the time you were playing Danger Zone solo. I mean, you address anyone with their name in-game but he was just keep calling you AMIGO. With that out of the way, your map is shaping well so far. Hope you get it done.
I had an smoke-hint idea: maybe you could integrate some kind of windows, that the player can throw trough. I imagine it as being a cool „hint“ and at the same time it is a natural map detail
Years ago, I made a map called cs_hacienda, I believe its still in the workshop. I spent so many hours with friends on that map, this was a real throwback. Upon reflection, I barely made it look like a hacienda. But this reminded me of my love of making maps, so thank you.
8:40 I see how you are trying to make an arch by sculpting blocks. but there is an easier way! when you have your "block tool" selected (on the left side where), you can choose to create different geometrical structure in the "category" drop down menu (on the right side). there you can pick arch, cylinder, sphere and others. i hope i said the right names of thing i mentioned, haven't made a map in a while, but im sure there is still this option somewhere
You should add a vent for the CT side access to mid kinda like mirage. The sound cue and small choke point adds two nice game play features that would work well with your map :) I love the balcony idea instead of the window. Keep up the good work!
I think the chuck you thought of removing to make it so you can see from A to mid is a very good idea and the design of the chunk should definitely be a nice balcony. There should also be some little details blocking the players' vision from A to mid.
sorry for the lack of videos recently, I've had a rough 2 weeks, but I am back to making videos now and feel motivated again
you good
You seemed very happy and excited in this video. Maybe creation is a sort of "break" you need.
I hope this actually becomes a map, i would like to help test it, if you need players just invite me.
take your time pal your mental health comes first
Its not an unforgivable mistakes
Just make more video then im fine :P
Just yesterday I thought "Why has WarOwl abandoned his map and never updated/textured it?"
Oh boy
Nice timing
@@alineandastickandagain885 yes
I was literally watching the past video 5 minutes before this upload since I kinda wished valorant had good maps and was thinking "it can't be that hard, warowl did one that worked great a few months ago"
I watched this one month ago and was just like you!
Check his streams he plays it a bit. Even the ones other people textured
alternative title: "warowl is slowly making mirage"
fax
The only thing i can see on the map is the skeld from among us
SUNNY
M I R A A A A A A A A G E
@@Dani404 he needs to finish his solo queue first
@@Dani404 at sunny miraaaaaaaaaaaage
Next year: valve made my map official.
plot twist: he approved it
Nah he has much to learn
@@fakeplayer9088 Well obviously not, when csgo make maps like Canals official.
@@danielnorgaard14 canals is a valve map so thats obviously why its in the game
you called it
10:35
He looks so happy about his "your-weapon-gone" hole, it's heartwarming
the whole video is heartwarming, I love it
I honestly think we should put a trash bin in that position :)))
"Every map is Dust2, and Dust2 is every map." Needs to be put on a t-shirt lmao
Train... two large rooms, small connectors
What about ct-shirt? Don't be rasist
One is all, all is one.
@@Exituss1minecraft 2 things.
Bless you and
Bless you
Some big brain thonk right there
I really, really like this series. I find map design fascinating and I don’t think there is a ton of it on TH-cam that is edited and explained this well from what I can find. I would love to see more.
check out 3klicksphilip he has great videos on it!
Get ready to wait another 5 months before seeing the next iteration :P
@@TheWarOwl But I already binged all of those videos :(
Oh you haven't seen how interesting stair clipping is
TopHattWaffle's old series is a must-watch for anyone wanting to get into mapping
Thanks for playing my cbble remake!
oh and if warowl reads this, you got the first half of my name right
btw I had an idea to connect ct mid room to B, but thought it would be bad
@@jankkhvej434 i dont play csgo but hello :D
Is it pronounced as jank-kech-vej?
It looked fucking awesome, literally Cobble 2.0
Kelly Micheal no
To counter the overpowered smokes, you can add chimneys that block them!
Underrated comment
God comment
i dont even play csgo and that was instantly my first thought.. just block op smoke angles
Couldnt you just throw it from a different angle?
@@circusmunkey it can’t be the same smoke, it would have to be an entirely new angle you couldn’t just slightly edit it
me: gets excited by a new series focusing on map design
also me: remembers soloQ to Global
He is global now
@@dotalegendery3998 no, thats his main
he actually has 3 accounts:
1) his main global (WarOwl)
2) SoloQ that is LE (Justin Timberlake currently)
3) his smurf silver account (420coolninja69)
@@jankkhvej434 ok didnt know that
sadly soloQ videos don't perform very well compared to his other videos so i can see why he doesn't upload them very often
His intro is getting more and more creative without changing the intro...
"Ow"
"dont shoot me."
*PEW*
"ow"
13:20 there are lot's of fountains on the haciendas, (wall fountain perhaps) that you could put in there.
Or it could be like an altar/shrine, Old Haciendas always have something religious on it just so it's not just boxes everyweere
another idea i got to counter the kind of claustrophobic setting the map has is to make mid or somewhere else a little more open, put a fountain there and maybe some elevation like a second floor watching into that fountain area which is pretty common in capo owned mansions or haciendas, only problem is that there would be too much angles and it probably would take too much to add into the map which is already fully designed practically except for some details and angles
the “OW!” at the beginning hit me hard
hey buddy I know you guys HATE HATE self promo but covers take real long to make so I'd really appreciate a watch on mine
th-cam.com/video/SFe7q8M3YaE/w-d-xo.html
@@Racmakesmusic stfu
@@Racmakesmusic nvm its actually good wtf lol
😂😂😂
Warowl: every map is dust 2. And dust 2 is every map
English teachers: give this man a medal.
Dust 2: “i am all the maps”
All the maps: "I am Dust 2"
All the Dust 2: "I am map"
Dust 2 : it aint much but its honest work
@@petruradu7242 personally the best comment in this thread
My man really hit the nostalgia with that age of mythology music
True
You mentioned getting rid of the second “patio” and putting the apc as a big form of cover. But I thought that area looked kind of like a stage for a band or a wedding. Could make those boxes into speakers and maybe have some stuff fitting that theme as cover.
Yes
nice profile pic.
A piano maybe?
Awesome idea!
I also thought it looks like a stage of some sort
For making the smoke mid less powerful:
-Remove that chunk of the wall on A so CTs can watch B entrance
-Severely raise the entrance to B site. I am not saying raise Cat, but like a thin T apartments entrance looking thing
-Add a box towards the back of the balcony/window area that the CT can solo boost on to. This will leave them more exposed to shots from mid, but they will be able to see over the smoke
Or just make the building taller xD
“Last year”
LAST YEAR?
he published the video on dec 2019, he probably started few months before
de_whitesands. Whitesands is a Army test site in New Mexico.
New Mexico
Mexico
AMIGO.
Interesting..
Mi pana se te ve bien fresco
Amigo it's in portuguese
AMIGO! AMIGO! AMIGO!
@@midriffmean4 me elegro por ti mí pana
That "amigo" voice clip still makes me chuckle, that video was so fun.
Where was that from again? The kid saying amigo
@@muratdogan7240 soloq in dangerzone
Scared the shit out of me
5 months later: Will there be a next episode on this project or has it been scrapped?
i hope so
It's a pet project. I think he's working on it slowly.
He updated already
No
@@ieuanhunt552 never again...
Hearing that perfect voice say "Ow"
I love WarOwl's voice
boner guaranteed 100% 👌
So regarding your ideas:
The first suggestion would almost make a direct crossfire between 2 AWPs the mandatory strat, by having one AWP in the interior at B, and an AWP at the box on A. The other 3 players solely focus on making sure their 2 awps can stay in position to essentially lock out the map.
The second suggestion isn't that bad, although this might cause the B site to become to difficult to take by having such quick rotate times.
B is easy to attack right now, by adding a quick rotate it helps cancel that out, but it's not too OP as if you force the B rotate then you can take mid.
First suggestion is so OP. It's an overcorrection of easy mid control for terrorists by making CTs dominate mid.
I thought the same. Having that AWPer on A as well allows for a huge potential to shutdown any splits heading through mid as well as if someone isn't playing at window, a potential to frag out some Ts before they can enter site and alert enemies. I feel like that would make 3 A 2 B basically mandatory by default, so that 2 CTs can lookout for A connector and A main while the 2 B can just play out B site as needed.
The second suggestion I concur with, but seeing as it's so easy to rush up mid with just one smoke it'd be nice to be able to rotate fast on CT side. The downside to adding that door though is the fact that Ts can also swarm mid balcony or watch for the rotate from mid or T spawn, so you'd have to make sure there would be some cover in front of the B side door so the CTs can hold an angle safely onto B site.
I agree on both points
@@nofilterneito I get what you mean, but if point A isn't changed but point B is, you can safely hold A with 2, and put 3 on B with one using the new design of the mid area, effectively making the mid player an insanely quick rotate to B, and a quick rotate to A regardless. I feel like that would cause the mid player to not even want to challenge mid, making a large partian of the map dead with all CT activevity focussed on the sites, with a Mid player making sure T's don't exploit the newly created rotation/entry at mid, but not actually challenging mid.
as someone who plays cs non competitively i love the whole thing youre doing about helping the players with smokes and stuff
0:16 don't shoot me
OWL
Overwatch League?
Gaben: write that down! Write that down!
Valvle: *furious note taking*
@Hayden McAdams lmao I just noticed! Yes they renamed themselves valvle
@Hayden McAdams yeah it's all gamer centric now...va"lvl"e
inaccurate, its called volvo
@Marius Hornshoej Skovoe guess you're no one then...
@@unnecessarilylonghandle valulve
i thought that you were gonna say "what if i removed recoil" 11:15
HAHAHAH, this actually made me laugh, thanks!
10:37, The idea of a spot to drop weapons so that enemies cannot pick them up is interesting, however what if you could use an HE grenade to shoot the gun out of the hole? Just a quick idea I thought might've been fun to add
This is so good
I know this sounds dumb.. but why do you drop weapons so that enemy won't pick them? Why don't you just keep the weapon? What's the purpose of not giving enemy weapon while you yourself lose a weapon? I don't get it
@@azure8490 if you know you will die and you know the enemy could benifit from your weapon, you toss your weapon away so the enemy cannot get the upgrade your death would provide
@@azure8490 imagine your team mate had an awp,but u have one aswell, when he dies you put his awp in there so the enemie doesn't get it and keep your inicial awp with u
@@mumu9551 ah i see.. but you're then at a disadvantage of not using the main weapon to fight the enemy which might win the game (clucth maybe). Also if you know for sure you will die, that means the enemy already got a good weapon which means they won't pick yours anyway. I prefer not dropping it (cuz im a noob xd), but thanks now i get it
I love how excited WarOwl gets while talking about his map creation, it’s so fun to watch haha. Best of luck with the map, can’t wait to see how it turns out!
That's when you know the map is gonna be fun to play
Does anyone else really love the textureless orange/gray-box design. It has a nice clean minimalist aesthetic to it. It also makes me feel like im in a battle arena that was created in the videogame's universe purely as a place to fight.
It gives me a lot of nostalgia for Counter Strike Source and Day of Defeat Source. I loved hopping on new servers not knowing what custom modes and maps to expect.
11:20 I would recommend if you're going to remove that chunk of the wall then you should make it to where the person on A site would have to stand on top of the boxes to see to mid B doors to add risk to holding that angle. Being able to cover an entrance for both sites while standing in cover on site A seems too strong.
As for the Balcony on A I would recommend giving it a little more line of site into mid A corridor. It would give the cubby in it more purpose.
And It seems the position on balcony in A would perhaps be too strong for post plan position. You would basaicly be able to hold two entrances very effective on the retake.
The angle you are talking about, what if you made that wall an arch way, so it's not completely gone but gives CT a visual still to mid
Black person: Hey officer
Officer: "Gets scared"
Black person: 0:16
This deserves way more likes
thats the kind of humor cs players have
pretty acurate ngl
Oh no....
3:32 Ah yes, the classic hotdog roof. Love that addition.
You know what would be cool? Custom T and CT player models.
Here's an idea, how about Terrorists have a look similar to the Zapatistas in Mexico. Zapatistas are an armed revolutionary group present in the southern areas of the country. They use an iconic uniform that (imo) fits CSGO quite well. Try searching "zapatista" on google for an idea on what I'm talking about.
Meanwhile, CT's can use a uniform similar to Mexican SpecOps. Again, try searching on google "Mexican Special Forces" to see what I mean.
Source, am Mexican.
I can tell by the hat
But u cant do that right?
@@stressedbyamountainofbooks You can, if you're willing to pay a 3d artist.
@@stressedbyamountainofbooks as much as i want to do it, I lack the knowledge, time and skill to make those player models.
I suggest commissioning someone that actually knows how the whole thing works
Your name does say it xD
TheWarOwl: give yourself permission to fail
me who's on my last semester of high school: bruh
Meanwhile people in university: ...
there is a difference between failing creatively and failing in general
@etofok
bro don't do this to him
I feel like adding cover and an incentive for the CTs to drop down from the mid window to hold mid would allow CTs to hold, or move the entrance to B site from mid be pushed up so A connector can hold it, and there is no one smoke to block off all angles
12:00 the starcraft II soundtrack really hit in the feels
9:24 Age of Mythology Soundtrack. I love it. So many memories and villager rushes haha
was trying to figure out if it was playing in the background
Aom is so fun, been playing it since I was like 5
Villager rushes was all my brother and I did before we finally realised you can build barracks and you're not supposed to somehow survive against the AI with only villagers :P
this is like sitting back and him carrying you in a group project while you watch him come up with ideas
"Hello officer, yes this is the man who murdered Cobblestone in cold blood"
I've always wondered what WarOwl meant when he said he killed cobble. Could you fill me in?
Quantise - he told people to stop queuing for cobble when they play competitive and valve looks at the amount of people who played it so they eventually removed it from the competitive map pool and replaced it with vertigo
i like vertigo, but i'll miss dropper.
Parikshit sup dude, didnt expect to see you here lol
"Give yourself permission to fail": ah, I see you're a man of a culture as well
John Wexler? Really cool guy. Watch his Ted Talk.
10:22 the subtle "yee" got me
dude so happy to hear the amigo kid. he was such a great mate and I cried when he died.
I love you! You showed me the beautiful world of CS and I've learned how horrible I am at it
This map design is very, very good, however a lot of the struggles you find seem to be with the cover. when I think of Dust2 or Mirage, most of the cover is in the shape of the walls, however most of your cover is made with objects, which are much more arbitrary than walls in context. The walls of the map should be guidelines, not only to mark where you can and cannot be, but also to show where you should hide if you've just taken a site, or what angles you can hold while defending a site. Enclosed spaces also make for boring combat, because there's less space for cover; most of Cobblestone is made up of enclosed space, only really opening up in the sites and T spawn, which are CT sided, and so the T's get pushed to their spawn, where they have to watch three angles, while the CT's know their positions, because they can only hide in the same few spaces, behind objects and in enclosed spaces.
TL;DR Use objects only if you absolutely must, walls are much stronger sources of cover than objects. Small rooms also enforce boring combat.
8:47 ohmygod WarOwl there's an arch tool! You don't have to do that!
Does it work when he’s bisecting the portion he’s coloring in?
half of the time its easier to do it this way for the look you want to get.
I would recommend using TAR to get a panorama style radar when you compile the map. Instead of doing it manually
That's a thing? Thank you so much.
@Lucas Tamarozzi github.com/Terri00/CS-GO-Auto-Radar
12:38 put an entrance from “jungle” to B main (from mid) and not directly to B site
To give like a Terrorist strategy someone be covering the entrance from mid (behind mid box for example)
I also think your idea would be a little op because is easier to CTs to rotate faster
(Edit): And not to change the CTs corridor from ct to jungle and do not quit the windows ( well the windows idk what to say but it’s the best thing in my opinion xd)
Age of Mythology Soundtrack: Nostalgia kicks in.
i thought i was hearing things in my head first. had to rewatch it to realise that i was age of mythology themes.
Beat me to it lmao
Leie, isboli
prostagma
SO TRUE
i bet there is a csgo employee watching this being like: "Good idea..." ; "proceed to take notes"
bet not
Mr BuzzKill Valorant maps are made by the person who made de_cache lol
Mr BuzzKill sad thing they are made by volcano
@@jimmychen9008 cache is one of worst maps ingame so huh
@@jaskabb not really, cache is so balance
0:18 - 0:20 Imagine if you said "Owl" instead of "Ow" and that'd make so much sense, your editing skills are on point by the way
I love the "Age of Mythology" Music in the background 9:05
Prostagma, buforbos.
Me has hours of mapping experience and still makes a terrible map
Warowl makes a beautiful map with great textures and really awsome lighting all of this on his first time
Lol same with skill
@@alineandastickandagain885 I try so hard I use all kinds of different strategies I come up with something Innovative and when it comes to texturing it plays like crap and it's terribly optimized the lighting is terrible and the terrorists just walk in the walls in the CTS just came on a box that you're not even supposed to access
There's a lot of things that he's doing correctly that's making the map progress the way it is. You can see that he's doing a ton of research before and during, alongside lots of testing. Personally, I find testing maps the most difficult, because having a community/people that are interested in play testing your map on continuous basis is a huge advantage to have. Not taking away anything from him here, but in reality that's why it's turning out the way it has.
In terms of the colors and theme of the map, regarding that wall chunk at mid u wanted to remove, u can make the wall below the chunk flat and the upper part can be turn into a balcony so i doesn't look like u just removed a rectangle out of the wall and it would still look fitting and totally not odd! Good luck on the map, seems like its gonna take some work but i reckon both you and us will be proud of it!
I really enjoyed the Age of mythology OST
i KNEW i recognised that music hahaha
Yeah immediately got flashbacks to AoM lan parties. Love that game!
S K E E P A N ?
I'm more into the Starcraft OST myself
Prostagma
"Don't shoot me..."
*BAM!*
"Ow."
9:16 that's an Age of Mythology sounds!!! Nostalgia kicked me right in the nuts, man
I feel like this will eventually become a competitive map we"ll see in the professional scene.
yeah or maybe a recreated version of warowl full finished map
De_war
@@TheAnubhab no it's de_amigo
de_noctua
Damn i love that age of mythology music.
Damn nostalgia
I came here to comment about the Stickerbush Symphony but now I'm excited to hear the AOM music, because man I love that game!
Ideas for the map. (I'll give you multiple ones so you can choose or come up with a better one)
B site:
1. The passage towards T Spawn can be elevated like Aps
2. Give the passage really angular stairs so that it is more expensive to take and it becomes less likely to be rushed.
3. Adjust the length of the passage so Terrorists can't exploit timings.
Mid:
1. Instead of creating B side aps, you can make mirage style A site stairs for going towards B. (that would also help with elevating B site as a whole) but make sure you make the platform towards the entrance long to make it more risky.
A site:
No matter how much you say the B site is broken, A sucks and is worse than B. it's super CT sided.
1. bring it slightly closer to T side.
2. reduce the amount of cover.
3. tilt the mid entrance to A so that the jungle player(like mirage) has a direct angle towards cat. this would work because B site entrance is elevated
I really enjoy this map, Amigo.
*"AMIIIIIIIIGOOOOO!!!!"*
@@soopcanwastaken amigo amigo
Oh hey, It's CryMor. Hola, Amigo.
I want this to eventually become a map in the rotation. That’d be cool.
13:00 how about you make it kind of a parkour to do like mirage window so ct cant really rotate that fast
Yeah, or a ladder/vent so you either get heard or have to make noise during a rotate. Think window to ladder room on Mirage
"don't shoot me. Ow" you're so cute wtf
😐
why you so gay?
@@knlreiniger born that way, sorry
@@knlreiniger How u know thst he is "he"
It sounded like he liked it.
1) Why not putting some more of these "whoops your gun in gone" spots somewhere on the map, gives it some more character to eliminate guns from a round and the enemy not being able to safe them. It even makes smokes somehow more difficult if you would make them very slim under some of those half round gates in the wall (don't know how to call them properly :D )
2) The idea of a better rotation for the mid player should always be combined with a drop so that you can' t rotate the whole time around instead you need to get boosted up again by a mate. This would make fake plays by the Ts way more efficient and improve the trys.
3) Something like a fountain or the statue from cobble b spot always turn out nice in order go give some cover and possibilites to play with.
I don't like the fact that the spots are on the ground. A gun can accidentally drop there if someone dies next to it. They should be in a spot where the only way to lose the gun is by doing it deliberately like throwing it over the wall on Cache.
If you’re searching for that one person that will change your life, take a look into the mirror.
You could make the holes like sewer grates, so they only fall if thrown a certain way.
Its would also be cool to have a sewer section but that may just break the gameplay or become unnecessary.
I love those maps with the orange boxes. I used to play gun game heaps in source where there were mostly maps with just those orange textures, so much nostalgia.
11:12 - dont remove it, just make window which will be less overpowered... i dont think its good idea to remove whole wall...
Maybe he could make the windows smaller, and make them lower so you can shoot only when crouching?
Yeah cause then you would just have a t hold that angle and wait for a ct to pop out there without any resistance. Gives t side mid control too easily
Agree, a breakout panel into b site would be cool though. Keep the pathing the same, just add an audible knockout to get into b site.
I'm actually really invested in this map making series kinda deal, i don't know why.
11:17 is a good idea, would also make the angle for holding mid you described earlier more comfortable. Looking forward to seeing your progress :)
I would love to see this map played by pros and listen to their thoughts and opinions
Finally, my favorite bearded man-child upload a video that doesn't involve Valorant 👏
ok
IKR?
Yes lol Valorant sucks
Lol
lmao why is every single youtuber/streamer advertising that Chinese malware.
Someone needs to do a Baroque Paris architecture theme, that would look just amazing
That’s actually a very interesting idea! I agree!
Can we put everything aside for a moment and admire how beautiful the shot looks with the shirt he's wearing, his eye color, and the background?
Yes, I saw, it automatically updated for me
The map is great as of right now! Good job warowl!
4:02 "you want that natural lighting as much as possible" I would never imagine any gamer could say that to another one while being serious. :D
6:35 from this perspective, the nest on our left should be removed and a nest on the far right should be added, the nest on the far right shouldnt be able to see them cross until they get to the box. the trade off of watching that spot would be letting them push mid.
This is what we were all waiting for! Impressive
You have a radio podcast voice, one of those voices that's just amazing to listen to taliking for hours, that combined with the charismatic and enthusiastic approach to everything, you shouldn't be a youtuber, you should've been a goddamn salesman!
When WarOwl said : "Ow."
I felt that
It’s already a 10/10 map cause he has the Age of mythology music in the background
Haaaa I remember that kid from the time you were playing Danger Zone solo. I mean, you address anyone with their name in-game but he was just keep calling you AMIGO.
With that out of the way, your map is shaping well so far. Hope you get it done.
I had an smoke-hint idea: maybe you could integrate some kind of windows, that the player can throw trough. I imagine it as being a cool „hint“ and at the same time it is a natural map detail
10:15 made me laugh a little
Years ago, I made a map called cs_hacienda, I believe its still in the workshop. I spent so many hours with friends on that map, this was a real throwback. Upon reflection, I barely made it look like a hacienda. But this reminded me of my love of making maps, so thank you.
"I'm the war owl and I still...have no clothes on" xD
The WarOwl would like to know your location!
@@bugmanzgaming9054 What you mean bud?
@@jamesgouweloos8012 Both WarOwl and everybody who reads this coment will never unhear this hahahah.
@@bugmanzgaming9054 after this he might finally get a closer xD
8:40 I see how you are trying to make an arch by sculpting blocks. but there is an easier way! when you have your "block tool" selected (on the left side where), you can choose to create different geometrical structure in the "category" drop down menu (on the right side). there you can pick arch, cylinder, sphere and others.
i hope i said the right names of thing i mentioned, haven't made a map in a while, but im sure there is still this option somewhere
How he is doing it is better (slower but better)
@@vayavayavaya D O U B T
@@jakubvrana6115 I know more than you ;)
@@vayavayavaya BIIIIIIG DOUBT
@@jakubvrana6115 here's my ws - steamcommunity.com/id/vaya/myworkshopfiles/
You should add a vent for the CT side access to mid kinda like mirage. The sound cue and small choke point adds two nice game play features that would work well with your map :) I love the balcony idea instead of the window. Keep up the good work!
What I learned from this video: "Every map is dust_2, and dust_2 is every map."
8:33 seems like the problem with Mirage. It is much easier to attack A compared to B. As result, Ts be like "Let's attack A" again, again, and again.
the idea with middle balcony was so good. i was thinking about that when you adressed middles problems. good that you saw that too :)
If you think about it WarOwl’s closer is, “My name is the WarOwl and I still have no closer.”
TheWarOwl wants to know your location.
Harvard - yo you want a scholarship?
I'm contacting the TH-cam employees right now.
Stfu
The right one is "I'm the WarOwl, and I still have no closer"
Let's just appreciate he took the time to make a map
Stop making comments starting with let's just appreciate!! It makes me crazy seeing it everywere :(((((
@Alexander Oskar Omon 4 Let's just appreciate that someone agree with me.
Let's
@@bencenagy9256 huh? That's correct
@@emilf7150 yea ik and tbh it drives me crazy too but ya gotta admit finally he edited his map
11:57 and afterwards StarCraft 2 music, so many memories
YESS the nostalgia is real hahaha
Pedro Bandeira Gheventer Pedro Alvarez is that you?
@@ed1n7 no hahaha
3:20 love to see he imitates someone's accent you know who it is😂😂
Who is it
Who?
Mate who is it
Warowl, is that Age of Mythology music i'am hearing? Or i've gone crazy?
I just heard it and came rushing down here to find a comment like yours! XD Thank u
I hear starcraft 2 wings of Liberty soundtrack
was about to ask lol
11:58 Nice starcraft music, I love starcraft!
No.
You don't like starcraft.
:(
I'm sorry :( I'm not :)
"don't shot me!"
" *OWL* "
No one:
WarOwl : Dont Shoot Me, Owww
I think the chuck you thought of removing to make it so you can see from A to mid is a very good idea and the design of the chunk should definitely be a nice balcony. There should also be some little details blocking the players' vision from A to mid.
I would remove that "chunk" to mid. That reminds me of connector in Mirage.
I agree. In its current stage a lot of it reminds of mirage, I think he should try the more out-there ideas to make the map more unique.