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[CS:GO] de_BlackGold (oilrush)

  • holiestcows
  • July 3, 2013 at 11:57 PM
  • holiestcows
    • July 3, 2013 at 11:57 PM
    • #1

    Set on an off shore oil rig out in the middle of the ocean, terrorists have infiltrated an active oilrig planning to destroy it. The Counter Terrorists are flown in via helicopter.


    The map is also being worked on by, Az and MrTwoVideoCards


    [Blocked Image: http://i.imgur.com/ApuAKDL.jpg]

    [Blocked Image: http://i.imgur.com/YVm68F2.jpg]

    [Blocked Image: http://i.imgur.com/i6V7w2w.jpg]

    [Blocked Image: http://i.imgur.com/YwJSSvG.jpg]

  • sven
    • July 4, 2013 at 1:40 AM
    • #2

    As mentioned by TarrySruman in the playtest topic, when I played the map, it was not very clear where I should go, and more importantly, where the enemy might be (ironically, this is more or less the same feedback I got for de_holland ). Part of that is of course due to the fact that the map was very new for me. Map awareness will get better with experience, but you could try adding more signs to guide players.


    The feeling of "death can come from anywhere" also comes from the fact that there are several long sight lines with cover that has small gaps (for example those boxed barrels). This means that a player hiding behind such a box can kill far away enemies that cannot see them. Example:


    [Blocked Image: http://i.imgur.com/U3THJOw.jpg]


    The layout seems cool, but you might consider removing this "ear" off the main platform:


    [Blocked Image: http://i.imgur.com/QedxCKT.jpg]


    At first, I thought it was a bomb site! It's a dead end, without much reward (high ground and cover are quite plenty on the map). Some things you could consider doing:

    • add more than one entrance point, so it flows better.
    • make it inaccessible, for visuals only.
    • replace it with some simpler cover on the main platform

    I like the catwalks. They look cool, fit the theme, and add risk/reward options. Downside is that they add to the "death can come from everywhere" feeling. And one thing I noticed was that I was trying to kill an enemy who was walking right above me. I shot at him (not sure which weapon though), but my bullets didn't really seem to penetrate the catwalk. This is very anecdotal, but you could try testing the bullet penetration.


    The gap(s?) in the middle where you could see the water is really cool. Really adds to the idea of being on a high oil platform!


    Lastly, about the name; "oil rush" is the name of a pretty popular game and "black gold" is a bit cliche imho. I would personally go with something like "de_offshore", which to me sounds relevant but a bit more cool. But that's probably a minor point if the map looks cool enough .

  • JeanPaul
    • July 4, 2013 at 6:08 PM
    • #3

    Also keep in mind your clashing points. In that last screenshot, the clashing point had that fenced in area between it, making some of the intial battles a little weird.

  • TarrySruman
    • July 4, 2013 at 7:33 PM
    • #4

    Yeah that fenced in area was pretty dumb. Shooting through fences is bad since the big particle effect makes it nigh impossible to tell if you're hitting anything, especially when the target is far away and the fence is right in front of your face.

  • holiestcows
    • July 5, 2013 at 12:17 AM
    • #5

    Revised


    http://imgur.com/a/j1mhg#0

  • holiestcows
    • July 16, 2013 at 4:36 AM
    • #6

    Beginning the art pass.


    [Blocked Image: http://i.imgur.com/Fc3CBv5.jpg]

    [Blocked Image: http://i.imgur.com/GzlkszQ.jpg]

    [Blocked Image: http://i.imgur.com/nUpiX7C.jpg]

  • General Vivi
    • July 16, 2013 at 4:47 AM
    • #7

    love the new name. Might be a bit too yellow, but enjoying the fact that you have color at all

  • The Horse Strangler
    • July 16, 2013 at 4:51 AM
    • #8

    We are going to try and get it in Wednesdays mapcore playtest. It was quite yellow before. I really wanted to avoid the whole desaturation thing with stock cs:go. It ended up being way too vibrant though, I have the cs_office cc going on, but on a low weight.

  • kanine01
    • July 16, 2013 at 6:16 AM
    • #9

    You need to do something about that water and skybox.

  • The Horse Strangler
    • July 16, 2013 at 6:24 AM
    • #10

    I've made the ocean a displacement, I wasn't digging the flat repetitive look the water brush had, even after a giant large custom flowmap. There were some problems with reflections freaking out in the 3d skybox as well.


    However I need to adjust the uv scale of the 3d skybox water, it's bigger than the normal playable area ocean. The ocean is till ongoing though. I plan to work on the coloration and spec.

  • tr0nic
    • July 16, 2013 at 6:58 AM
    • #11

    You should add a crane to justify the use of cargo containers because it might look silly without it. Maybe find something else to replace with? I doubt the little lifts can move the containers all around the platform either. What are their purpose? I like the color aspect of them though!

    edit: the pyramid shape block is the crane?

  • The Horse Strangler
    • July 16, 2013 at 7:24 AM
    • #12

    Yeah, the pyramid is the crane placeholder for now.

  • 'RZL
    • July 25, 2013 at 5:01 PM
    • #13

    [Blocked Image: http://abload.de/thumb/de_oilrush_v150000wzb87.jpg]

    all crates and stuff are floating slightly over the floor, what makes it possible to see the feet of thy foolish enemies.

    [Blocked Image: http://abload.de/thumb/de_oilrush_v150001ida0q.jpg]

    The plane isnt close enough to the container.


    Just two little things i found

  • The Horse Strangler
    • August 1, 2013 at 5:54 AM
    • #14

    [Blocked Image: http://cloud-3.steampowered.com/ugc/631913746592329949/AA0D9FAB6D7A664572BA0CA46F0BC7F0CE2F198F/]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/631913746592324162/2477C4B5FC8A33B8AF7F07069EA46791B8BAFF29/]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/631913746592325243/0BDE67B833384F10B3125CBC5285A63662EA8B1A/]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/631913746592320186/69EE14E527AA7CCD88EA4B2C3D7EA3F70BABE996/]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/631913746592298618/69080C05ADAD61576BF04DDCA5F0F1699B897BB5/]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/631913746592331283/CC8C6C58B9E45ECDACA2D7FCF54C0B2F89A12A99/]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/631913746592332808/0564BC824FDD3BCB368D88F801E70CD7B58C6E26/]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/631913746592313552/4B40403F01AC961EBB99819D1644AA23B75EC24F/]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/631913746592309952/4CD9C179F65A3530881AFA74F45B693DEF1949F0/]

  • Kinky
    • August 1, 2013 at 9:40 AM
    • #15

    Just the right amount of Mirrors Edge in this. Exactly the kind of Oil Rig map id want. Good job so far.

  • blackdog
    • August 1, 2013 at 12:03 PM
    • #16

    I like the art!

    In the last shot, the lower area is walkable right? Isn't going to be too dispersive? Makes a lot of sense that on a oilrig map you have an "ascension" feeling for one of the teams... so maybe it should be the focus instead of an alternate rout? (something like Vertigo.)

    After the test I was thinking you should really have had this catwalk

    Quote from MrTwoVideoCards

    [Blocked Image: http://cloud-2.steampowered.com/ugc/631913746592331283/CC8C6C58B9E45ECDACA2D7FCF54C0B2F89A12A99/]

    not sure for the others on the T side, seems there are a bit too many, and with all those pylons the scene seems noisy.

    I'd be curious to test it btw, it was a fun map!

  • Squad
    • August 1, 2013 at 6:05 PM
    • #17

    Shaping up pretty nicely!


    I like this one btw


    [Blocked Image: http://cloud-2.steampowered.com/ugc/631913746592325243/0BDE67B833384F10B3125CBC5285A63662EA8B1A/]

  • FMPONE
    • August 1, 2013 at 6:44 PM
    • #18

    I like what I see!

  • The Horse Strangler
    • August 1, 2013 at 10:39 PM
    • #19
    Quote from blackdog

    I like the art!

    In the last shot, the lower area is walkable right? Isn't going to be too dispersive? Makes a lot of sense that on a oilrig map you have an "ascension" feeling for one of the teams... so maybe it should be the focus instead of an alternate rout? (something like Vertigo.)

    After the test I was thinking you should really have had this catwalk


    not sure for the others on the T side, seems there are a bit too many, and with all those pylons the scene seems noisy.I'd be curious to test it btw, it was a fun map!


    It for sure is a bit visually noisy, which is a problem I've been struggling on for a while now. Oil rigs are pretty compact, visually noisy looking structures. I've been trying to get the right balance of that so it doesn't totally destroy readability. I am changing a lot of the pipes and some square shapes to be rounded, easier on the eyeballs.


    Height it another issue with the element of visual noise. That and overall balance. Vertigo is probably my favorite looking map, but it's the worst for competetive play because the CT's have height advantage the whole time. So we've avoided having any kind of stairs that are accessible near the spawns. Most of of the catwalks are accessible by a longer route, or hopping ontop of stacks of random objects.

  • FMPONE
    • August 2, 2013 at 12:27 AM
    • #20

    Trying to avoid visual noise and using the color yellow is probably not a good mixture

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