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[CS:GO] de_dacompound, first map in a decade :P

  • inquam
  • August 11, 2013 at 6:05 PM
  • inquam
    • August 11, 2013 at 6:05 PM
    • #1

    Hi

    I got a feeling I wanted to try to make a map for Counter Strike Global Offensive. I haven't played any CS in a long time and when GO got me going I couldn't help feeling like making a map would be fun. But not having looked at the level editor for about ten years it proved to be a bit more to dig into than I first thought [Blocked Image: http://www.interlopers.net/forum/images/smilies/icon_razz.gif]

    I have focused on main layout etc until just now and a few glitches exist, but feedback and ideas would be very much appreciated.

    http://steamcommunity.com/sharedfiles/fi…s/?id=150981322

  • MrSkellyBones
    • August 12, 2013 at 5:58 AM
    • #2

    Hey man I just got done running around it. Visually the map looks great. The detail work is nice and feels appropriate for the most part. The layout on the other hand is simply far to extravagant for 5V5 competitive play. On the CT side it's incredibly difficult to find 5 spots to place teammates as to gather information on the enemies position. Terrorist have SO many options as to how to approach and take a bombsite that the only way I could figure that CT's could cover MOST of the map is by playing at, or behind the objectives.


    The problem area I feel is the large middle building. Terrorist get a free pass into it more or less with a single smoke grenade. Once inside they have about a dozen options for where to pop out. Granted some a few of these are on the same sight lines as areas already covered by counter terrorist but if only 3 of them were to enter that building and the other two to lurk elsewhere, CT's would be stretched very thin to cover many of the spots. As a public map I think it would work great on a 12v12 classic casual game mode. For competitive however I would consider eliminating some of the pathways at the Terrorist disposal, or maybe even splitting it into two maps! It's too hollow and pathy for competitive as it is.


    It otherwise looks great. Some mods like trouble in terrorist town would play really well on the map I feel.

  • inquam
    • August 12, 2013 at 6:26 AM
    • #3
    Quote from MrSkellyBones

    Hey man I just got done running around it. Visually the map looks great. The detail work is nice and feels appropriate for the most part. The layout on the other hand is simply far to extravagant for 5V5 competitive play. On the CT side it's incredibly difficult to find 5 spots to place teammates as to gather information on the enemies position. Terrorist have SO many options as to how to approach and take a bombsite that the only way I could figure that CT's could cover MOST of the map is by playing at, or behind the objectives.


    The problem area I feel is the large middle building. Terrorist get a free pass into it more or less with a single smoke grenade. Once inside they have about a dozen options for where to pop out. Granted some a few of these are on the same sight lines as areas already covered by counter terrorist but if only 3 of them were to enter that building and the other two to lurk elsewhere, CT's would be stretched very thin to cover many of the spots. As a public map I think it would work great on a 12v12 classic casual game mode. For competitive however I would consider eliminating some of the pathways at the Terrorist disposal, or maybe even splitting it into two maps! It's too hollow and pathy for competitive as it is.


    It otherwise looks great. Some mods like trouble in terrorist town would play really well on the map I feel.


    Thanx for your input! You struck the nail on the head a bit here. Because even from the start the idea has existed to have alternate versions of the map, where some sections or paths were blocked off. My idea was that if the map get's rolling these routes and sections will become easier to spot and act upon.

    We have played quite a few matches as 5v5 on it though, and it has played surprisingly well. I thought that it might be to big or, as you said, had to many routes. But CT's are able to push almost all the way into the kitchen before the T's get there if they want so having one guy do that and one going down stairs to check if the door opens can be effective in locking down the office building.

    Granted... people must know the map before that is feasible, before that people just run around like lost children looking for their parents


    It's not possible to cover the entire map, but that is a trade off CT's will have to make. Which site do we think T's will push. If the choose the right one they can defend it pretty well. The wrong one and they can have a tricky overtake in front of them.


    But for A, if T's smoke mid, you could try place one guy upstairs in office (he can even push onto the balcony the T's can enter if he throws a flash when he's by the tables so it bounces out onto the balcony. I have picked of entire rushing teams like this... hehe), one in the workshop above A, one in A on or around the container (who can hear and call out the vent entrance to A to the guy in the work shop and in the meantime can keep an eye on the over path from the office building to the lobby if the CT in the office were to die). Of the remaining two, one could spot B to be able to call out if T's come there and the second could lurk outside of B's side entrance to help if that was the case or to move over to A if T's go that way.


    Another possible thing is to just "give up" the office and let the T's roam inside it how ever they want. They only have s limited number of possible exit points that could be covered instead. It's almost the second floor pathways (which both have the same access point) and the second floor balcony towards B that are valuable exit points. The other existing ones would put T's back where they started.


    As you point out several paths that exist is in the same field of view of a stationary CT. This was intentional since there were so many paths and you somehow had to be able to cover (or at least call out) for each of them.


    But I will try to monitor the usage of each path whenever I see people playing the map and make alterations. The entire point is that it should be balanced, fun and competitive. And it's much easier to block of an existing path than to create a new one

  • inquam
    • August 13, 2013 at 8:15 PM
    • #4

    wow, finally workshop let me upload my latest update!

  • inquam
    • September 18, 2013 at 11:52 AM
    • #5

    New version on Steam Workshop with reworked entrance to bombsite B for T's to balance game play and a lot more visual indicators to the bomb sites.

    Input about the new entrance highly valued.

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