I edited this post to put some non-essential language in spoiler tags, to prevent killing readers with a wall of text
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Hi everyone,
Sven here, I'm new here on mapcore. I'm working on a map for CS:GO, and people on this forum seem to have a lot of experience and insight in (multiplayer) mapping, so I figured I should join this forum to benefit from your insights
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I started experimenting with level design with the scenario editor for Age of Empires 2 and with SWAT 3, which used Worldcraft. I never really got far with that, probably because I was a bit too young and didn't yet speak english good enough to make sense of the interface and documentation.
I played the original counter-strike occasionally, but I prefered Team Fortress Classic and Day of Defeat. When HL2 came out, I toyed around with mapping, but never did very substantive things.
With CS GO being my go-to FPS nowadays, I felt inspired to try and make a map.
QuoteWhile I love a good match on Dust2 or Nuke, it can get a bit tiring to only play "middle east" or "bland facility" maps. I decided to make a map set in the Netherlands, where I live. I love dutch historical city centers and I think it would make for a good variation on South European village settings of Inferno, Italy, etc. The tentative title is be de_holland. As far as I know, there have been no similar maps. There was a de_rotterdam, but that was set in a harbor, so it has more of a facility/industral setting.
The setting is not based on any one actual location, but combines several elements (a windmill, a lighthouse, an old townhouse, a small church, etc.) into an archetype island village.
When I read the loading screen tip that says something along the lines of "avoid wading through water, you will walk more slowly and make a lot of noise!", I saw the opportunity to implement water as a gameplay element in the map, since my typically dutch village of course had to have some canals! I always loved the role of (water) noise in FPS games (even in arena shooters such as UT2K4). There is a canal that separates the A and B sides of the map. You can use the canal as a shortcut to some places, but at a bit of risk: you are at an exposed position, you move slower, and make noise. The same risk/reward applies to the 3 tunnels, which are a bit like the cs_militia (or dod_kalt, etc.) tunnels in the sense that there are several routes (entrances and exits) you can take.
I started with sketches, then made some very, very rough brush layouts, then I did some testing with bots and made modifications. After I was convinced the gameplay could work, I started from scratch with that layout in mind. Currently, I am satisfied with the general layout. All texturing, lighting, props, details, displacements, etc. are basically just placeholders, so try not to pay too much attention to those things
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QuoteDisplay MoreCurrently, I think the map feels more like a Day of Defeat map than a CS GO map. This might be explained by the fact that I love maps like Anzio and Avalanche, and by the fact that the "village" setting might lend itself more for a more open map. Hopefully playtesting will show if the general style of the map works well for CS GO. Playtesting with bots is very fun so far, though the bots aren't the most intelligent players in the world. Some problems with the map may not be evident when playing against bots, so I hope to do a real playtest some time soon (I played with some of you on playtest evenings before, and it was a lot of fun!).
Potential problems: Might be too open, too many lines of sight. Perhaps there are too many interconnected paths, not enough "CS-style" choke points. The rotate times bombsites maybe too quick, so T's cannot always hide well enough before CT's come for the defuse. Water may be gimmicky. Encounter times may be too quick.
Potential positive points: Open nature of the map provides many views of natural reference points (you can see the lighthouse, windmill, crane, and/or church from most places in the map). The map might be quite small, so though the paths may be intricate, the general layout shouldn't be too confusing. Additionally, both CT and T spawns are viable combat areas, as opposed to say Nuke spawns or Aztec T-spawn. Map hopefully doesn't get boring quickly, because there are always several assault/defense options. I sometimes dislike being more or less forced to take over a bombsite like Dust2 A or B when it is me vs 3 enemies or something. In my map, there are often multiple entry points and routes, so you might not get stuck in a corner like a rat in a cage too often. Ofcourse, your offensive routes are also opportunities for the other team to flank you, so I think it should still be balanced. An advantage of the short rotate times is that T's can easily change their minds if opposition proves to difficult. Also, faking maybe more viable, since you can fake going to A, and then quickly go to B.
Apart from the gameplay, I think the most difficult part for me will be to blend all the elements together in a coherent map. Also, I hope that I can use enough of the included props and textures to make things believable, without them looking out of place in a non-Inferno/Italy type map.
I will try to give every building a bit of a unique style and look so that it is instinctively clear where in the map you are, and also because I want to add as much "feeling" or authenticity to the map as possible.
The elements will be: a windmill, a farm, a shed, a lighthouse, a small school, a dock area with some containers and a crane, a city council building, a chuch, an old bunker building, on observatory, a group of dutch townhouses, and a beach. Of course, not every building will be completely open or explorable.
Some inspirational images to give you an idea of what i am aiming for: http://imgur.com/a/v9ScI
Some screenshots. Keep in mind that everything is very WIP: http://imgur.com/a/aOGUh
Well, that was a long story... All comments, questions, criticisms, etc. are most welcome, and I hope I'll see you on a playtest some time
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