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CSGO Bomb and Hostage Villa map

  • OrnateBaboon
  • November 27, 2012 at 1:15 PM
  • Skjalg
    • November 30, 2012 at 7:39 AM
    • #21
    Quote from FMPONE

    Dust.. You mean the layout that the guy just made up without testing? Lol

    Truth is, making a map without a layout in mind is a bad habit, if you don't release a piece of crap, nobody will care.

    Edit: don't want to turn this into a big derail of Baboon's thread tho

    Taken from counterstrike wiki (i have no idea about the validity of the source here)

    Quote

    Originally called cs_destiny, much of the elements of the screenshots were recreated in the map, as well as some extra areas that were constantly changed around. Later on, bomb sites were added and rearranged. During map testing, the name was changed to de_dust.

    So it looks like he did do some play testing as areas were constantly changed around and added and rearranged. But then again, The levels were pretty blocky so making changes to the "finished look" on dust would have to be pretty super easy.But its made by a guy who knew what he was doing (seeing as he managed to repeat his success twice).

  • FrieChamp
    • November 30, 2012 at 9:34 AM
    • #22

    For the record: DaveJ wrote an article about the making of de_dust himself -> http://www.johnsto.co.uk/design/making_dust

    P.S. cs_bikini FTW!

  • ElectroSheep
    • November 30, 2012 at 10:07 AM
    • #23

    I have to say, some people (so do I) are not very friends with the basic level design process. Making big brush, thinking first about gameplay... When I started making map, only the look was important for me. Of course I changed my mind during the years but still blocking something without any visual researsh sometimes bored me.

    But JP is right, the best proces is to make a quick playable version of the map, it can be with a small art pass but not fully detailled.

  • OrnateBaboon
    • November 30, 2012 at 11:42 AM
    • #24

    Spherix - Here is the overhead of the map. Can't see the routes underneath or in the house though.

    [Blocked Image: http://www.skybex.com/home/39.jpg]

    Squad - Nah, not tried colour correction yet, though thanks for the suggestion. Found a tutorial for it, and will give it a go at a later stage.

    http://gamebanana.com/tuts/3418

    2d Chris and FrieChamp - ahhh, that map makes me feel nostalgic!

    JeanPaul - The map has received testing, so you can suck my incredibly hairy balls! Lol! In fairness, I should have put some of that in the first post. I have not just been making the building based on the reference. Playtest, then I know what problems there are, then look how to fix it. As an example, I think this was the first one tested with the immediate issues:

    [Blocked Image: http://www.skybex.com/home/40.jpg]

    So the changes on the latest screen, a lot of them are for gameplay and definitely not because I think they look better, since they are adding to the bsp feeling:

    [Blocked Image: http://www.skybex.com/home/41.jpg]

    Also, because of all the arches and it just being one structure, adding another route, or blocking off another area is pretty easy. The adding of textures and props so early on was more because I wanted to see if I could get a theme working first. Normally I would only be using dev textures with basic props for scale, but I really did not want to dev block something I might not be able to get working visually. That said, it definitely needs more testing now, and I fully expect to have a lot of stuff to add/remove depending on how things work out. But with the way it is built, I think the changes will be iterative, rather than entire rebuilds. At least that is what I am hoping

    Skjalg - Never! I want this to play well. Gameplay over visuals!

    3Dnj - I enjoy blocking stuff out, but it depends on whether or not I think I can make it look realistic etc Sometimes a blockout plays well, but is then hard to make look plausible. But I agree, in an ideal situation, blockout, playtest immediately, make changes, test again, repeat, then add art. Then test some more.

  • Spherix
    • November 30, 2012 at 12:43 PM
    • #25

    Now that makes this map a whole lot more interesting for me, haha. By the way, do note that the boat with the blue cover on it (last ss, on the left); has a 'bug' in it. If players were to boost one another on top of it, you can hide inside it under the blue cover without being seen. So if you want that to happen, leave it; otherwise block it off i'd say If you have any regular playtest server, let me know

  • Vilham
    • November 30, 2012 at 1:05 PM
    • #26
    Quote from 3Dnj

    I have to say, some people (so do I) are not very friends with the basic level design process. Making big brush, thinking first about gameplay... When I started making map, only the look was important for me. Of course I changed my mind during the years but still blocking something without any visual researsh sometimes bored me.

    But JP is right, the best proces is to make a quick playable version of the map, it can be with a small art pass but not fully detailled.

    It goes without saying that you should have a plan for the visual look, but you can block any basic architecture with solids, you don't have to fully detail something.

  • 2d-chris
    • November 30, 2012 at 5:30 PM
    • #27

    hehe if your making something in your own time do what ever keeps you interested in it - there'll be time when your paid to not add details, so enjoy the time when you can!

  • FMPONE
    • January 5, 2013 at 10:39 AM
    • #28

    Not. Enough. Updates!

  • OrnateBaboon
    • January 5, 2013 at 10:28 PM
    • #29

    Thank for the interest FMPONE!

    Not much to see yet though. Been trying to improve the gameplay, so nothing has been done visually. It needs more work in that regard. We had a test today, and I think Puddy's crits are fair. For those who don't read the CSGo server thread:

    "OrnateBaboon: The map looks good and has a cool theme. Unfortunately I gotta say that the layout is very rough gameplay-wise. I see two ways forward:

    - Making the map smaller, focus it on the villa and only have one bombsite (and make it a demolition map).

    - Going back to the drawing board when it comes to the routes whilst looking at the official maps for guidelines and "best practices".

    Currently, the map plays too much like a demolition map. Demolition maps tend to be more open in structure, where paths lead left and right. De_ maps, on the other hand, usually focus on 3 main paths with brutal choke points and VERY limited connections between paths".

    To which I said:

    "Thanks for the feedback. Appreciate that

    I thought it was an improvement over the last one, but most definitely had its problems. The challenge I originally set myself was to try and make a map that would work for demolition, defuse, cs, and arsenal with zero changes to the layout. Should I be able to get those to work, I would then give them different lighting set ups to distinguish the modes. A night version, rainy version etc. That might be why it feels a bit like a demolition map, but with extra (uneccessary!) routes and two bomb spots, since when making the map, I have been trying to cater for all the game-types.

    The problem is that it is obviously not easy to make a map in CS for all game modes, and might not even be possible to do well at all. The one thing I would not want is to make the map for all game types, and for it to play badly in all of them, which is probably how things would go right now unfortunately. Nevertheless, useful things were learned from the test, and thank you to those who played".

    The version we tested is here for anyone interested. Works well with bots. Looks worse than the build before it, since some stuff is hacked in to test the routes etc.

    http://www.skybex.com/home/de_villadom_a2.rar

  • Puddy
    • January 5, 2013 at 11:24 PM
    • #30

    I can assure you, no layout will ever work well in all game modes. Period. So, the question is simply which game mode you'd like to have.

    I vote for either de_ or demolition. Put simply, de_ is more work and demolition is less work. The map's focus on the villa does lend itself well to demolition since that mode only has one bombsite. In contrast, the de_ mode requires that you flesh out the surrounding area more to accomodate a second bombsite and a larger map.

    Lastly, I must mention that this version is far better than the last one. Keep up the good work and let us know how you decide to move forward.

  • FMPONE
    • January 6, 2013 at 2:45 AM
    • #31

    Given the map's small layout, I think a de_ with two bombsites is probably not going to be a natural fit. Just my two cents

  • Puddy
    • January 6, 2013 at 8:48 AM
    • #32

    It all depends on how the surrounding area is shaped. It's not impossible. But I agree, demolition is a more natural fit.

  • Squad
    • January 7, 2013 at 12:45 AM
    • #33

    What FMPONE and Puddy said. Demolition would be the more obvious choice, I guess. But since it's has its own weapon system it depends if you're up for that. If not, then it should be possible to make it a nice Defuse map if you make some more thorough changes.

    Overall, a great improvement over the first version we played! Keep it up

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