Can't wait to play the new version. Can't help but think, you've just made B an extremely hard bombsite to take.
de_ali (working name)
-
-
Quote from generalvivi
Can't wait to play the new version. Can't help but think, you've just made B an extremely hard bombsite to take.
But it's a hella-interesting solution. Might need some balancing but I like it!
-
I think you need to make a better clipping pass in the map.
With the addition of the new barrels in the corner next to the Long A entrance, it is possible ( in competitive match) to boost on them, and then jump on the little balcony above Long A entrance, and a another window very close to the Barrels. (imo, keep the boosting possible but make sure we can't see outside of the map, and fix the clipping)
I also found out you can access the a side area in Long A (terrasse). Railings have no collision if it is intended that way though.
1 other thing to fix with the addition of the new bombsite B fence is that you can plant on top of the fence, and on the other side of it( the wall where you added a wood plank)
Hanging lamp in bombsite A swings a LOT when shot at, maybe increase the physics value on it so it eventually come to a stop.
some screenshot that show what i'm talking about.
http://steamcommunity.com/id/tronicninja…hots/?appid=730
Need clipping on some of the roofs (3 man boost could gain access to places you wouldnt want them to)
-
Quote from generalvivi
Can't wait to play the new version. Can't help but think, you've just made B an extremely hard bombsite to take.
It's a bit of a shot in the dark really. I've played it with bots, but they're arguably a good measure to human players

Sadly I couldn't make it to the playtest, so if anyone has any feedback regarding gameplay and its balance, I'd be very glad to hear it!
@ tr0nic: Thanks! A final clipping pass is on my todo-list, but this is very helpful. It keeps amazing me how players are able to get in areas I could never imagine though

I'll fix the issue with bombplanting at bombsite B as well.
-
The playtest was the first time i played this map and i didnt read about the changes you did to the map either.
The closed gate was confusing to me: I followed the signs to B, ended up infront of a closed gate and my first thought was "WTF?".. Then i looked around for another way to get in and got killed. --> frustrating.
If you want to keep the gates you can try open them a little bit (like doors are on dust2).
Another thing i noticed is that Ts are still having a hard time on mid. Its is hard to defend when a few cts are pushing there.
Nevertheless it is an awesome map. I love the visuals, it never feels like it is made on a grid (nearly no 90° corners) and every route plus the map itself feels and looks very unique.
-
Quote from TheOnLY
Another thing i noticed is that Ts are still having a hard time on mid. Its is hard to defend when a few cts are pushing there.
I was probably one of the agressive ct player in the playtest. I had fear that CT were too strong( the thread in interlopers.net ) I'm not quite sure if the changes made solved that problem. SO I kept pushing mid, throwing flashbangs from bombsite A into the lower portion of Middle, jumping down, backstabbing long A, and even once behind terro by going to the terro spawn. It felt to me like CTs were getting in the jump mid zone a bit too fast. you can also peak all the way to the end of mid where Ts were Battling for the cellar. (they end up getting sandwiched most of the time if ct were agressive mid.)
Here is my suggestion:
Something along those lines maybe. Have one of the paths connect with the tunnel portion at the very beginning of bombsite A (could give terrorists a flanking option to Bombsite B) Or option 2 would be the blue lines the path could lead where you just blocked off with a gate. Either way, this would stop ct domination in middle I think.
The other path could be inside the buildings, so you couldnt just throw flashbangs up in the air before retaking bombsite B. I think the path could be a little longer than what i drawn
[Blocked Image: http://puu.sh/3Fgt6.jpg]
they are just ideas!
-
just played a game on a community server with about 32 people, this map becomes unplayable, fps starts at 20 and barely gets above. when i am forcing 144hz it is just stuttering and lagging all over the place.
thing is every other map is just fine. i remember this issue before and the solution was to stop forcing csgo to run at 144hz but that is not really a solution when every other map works perfectly well with those settings, seems like this is just unoptimised. official maps, even the new mirage which people complained about, gets an average of 300fps, and it's not my pc because this thing runs 6 instances of crysis 3 simultaneously without issue

-
I've been busy updating this map, both in terms of gameplay and optimization.
Apart from deleting several models which could potentially be the cause of fps drops, I deleted every hint brush and started from scratch. I'd like to test it on a server though to see if the issue is really fixed (which I really hope).
As for gameplay, there are a number of changes to improve balance, as it turned out it's still too CT-sided. Big thanks to FMPONE for his suggestions!!!
Sealed off the right archway completely so it's not possible to shoot through it anymore.
[Blocked Image: http://users.telenet.be/gus/de_ali001.jpg]
As bombsite B was way too hard to take, I added a second route to the basement, starting from the little balcony in the courtyard ...
[Blocked Image: http://users.telenet.be/gus/de_ali002.jpg]
... leading to the basement here.
[Blocked Image: http://users.telenet.be/gus/de_ali003.jpg]
Deleted the cover that used to be against the wall on the left, making it a little bit easier for Ts to enter A.
[Blocked Image: http://users.telenet.be/gus/de_ali004.jpg]
Added extra cover (car) here, but I guess it's not gonna be enough (should be higher, giving more cover).
[Blocked Image: http://users.telenet.be/gus/de_ali005.jpg]
Lowered the central pillar here so players can't hide behind it as much anymore (might have to be removed alltogether, but we'll see how that goes).
[Blocked Image: http://users.telenet.be/gus/de_ali006.jpg]
Removed the benches and trash bin for more moving space.
[Blocked Image: http://users.telenet.be/gus/de_ali007.jpg]
Idem.
[Blocked Image: http://users.telenet.be/gus/de_ali008.jpg]
Removed the cover that used to be against the fence, making it a bit harder for CTs to cover long A.
[Blocked Image: http://users.telenet.be/gus/de_ali009.jpg]
-
I think the additional B entrance might be slightly too linear and vanilla. It's a good start but it feels like it is the simplest possible connection between the two areas. Some sort of twist or hook would be nice. Also, if two CT's are tasked with defending the B approach, do they have good positions/angles to do so? If one of them falls, in how much trouble is the other CT? Something to think about.
[Blocked Image: http://users.telenet.be/gus/de_ali005.jpg]
Pic above
Cars are generally annoying to find line of sights through. They're sort of a half-measure. Go for chest-high full cover.
[Blocked Image: http://users.telenet.be/gus/de_ali008.jpg]
Pic above
Finding lines of sights through that fence to the left (looking from the tree towards top of Long A) is still annoying as fuck. There's so many horizontal bars that overlap that it's a very flawed line of sight. You should consider cleaning up the sightlines.
-
Do you have anything in mind for a "hook or twist"? I don't wanna make the second route too complex, but I'm all open for ideas.
Here's what the second route looks like from above. Red arrow is a possible defending angle.
[Blocked Image: http://users.telenet.be/gus/de_ali010.jpg]
The other path would be covered like it used to be. Here:
[Blocked Image: http://users.telenet.be/gus/de_ali012.jpg]
Or here (and from this position you can more or less cover the second route as well):
[Blocked Image: http://users.telenet.be/gus/de_ali013.jpg]
It should still be possible to cover B with 2 guys, although that's all speculation off course
Could be totally different when actually playing, so that's what I'd like to see 
You're right about the car. I'll work on that.
And I totally forgot about the railings! Will be fixed.
Thanks for the feedback!

-
I have an idea. Get 10 people who are DMG or higher to playtest and provide feedback. I can gather 5 guys, maybe 6. Do we have other people that would be willing to form a temp team to playtest like this? Puddy is pretty decent when he isn't sleeping or fapping, and Squad should probably be there (or maybe spectating because he is terrible at the game topkek), so that just leaves 3 or 4 dudez
-
Yeah, something like that sounds good. In general I've found that our 5on5 competitive playtests have been more valuable from a balancing perspective. Hip-fire feedback based on screenshots can only do so much.

-
I think the "simplest possible connection" is pretty appropriate here. Stick with it IMO
I think Ali is already a bit awkward and "twisty" as is. It needs to really be dialed in and focused and more pure angles the better.
-
To clarify: by "twist" I mean something that breaks up the monotony of the space. Elevation changes, some doorway that narrows down the space, some chest-higher cover, something that just reduces the flatness of that corridor. Etc.
But let's play and see what happens!
-
Quote from Rick_D
I have an idea. Get 10 people who are DMG or higher to playtest and provide feedback. I can gather 5 guys, maybe 6. Do we have other people that would be willing to form a temp team to playtest like this? Puddy is pretty decent when he isn't sleeping or fapping, and Squad should probably be there (or maybe spectating because he is terrible at the game topkek), so that just leaves 3 or 4 dudez
That's a great idea. And I'll spectate, cause I would just bring the whole quality of gameplay down

The corridor is pretty simple, we'll see how it plays and go from there.
-
This map is great. Really enjoyed playing it. Looks amazing!
-
Just read this from the beginning. Great thread! Got to say I really miss detailed wip threads like this where you see the map progress. We need more good wip threads!
-
Hey man love the map, the update helped quite a bit with the competitive nature regarding the approaches to B (which needs an update on the overview by the way).
I found one small error though where you can drop the bomb between the hay cart on the ramp to A and the wall beside it, making it impossible to pick the bomb up. Otherwise keep up the great work.
-
Quote from HoT Ho11oW PoiNT
Hey man love the map, the update helped quite a bit with the competitive nature regarding the approaches to B (which needs an update on the overview by the way).
I found one small error though where you can drop the bomb between the hay cart on the ramp to A and the wall beside it, making it impossible to pick the bomb up. Otherwise keep up the great work.
I'll have a look at that spot where you can't reach the bomb. Must've totally forgotten about the spectator overview, so I'll update that as well!
Glad you like the changes and thanks for bringing these points to my attention!

-
I just checked and the hay cart near T spawn can also be used to troll by tossing the bomb behind it.
-
Participate now!
Don’t have an account yet? Register yourself now and be a part of our community!