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[CS:GO] De_Tunnels

  • Stranger
  • August 28, 2013 at 9:02 PM
  • Stranger
    • August 28, 2013 at 9:02 PM
    • #1

    Hey everyone!

    This is my first attempt at making a competitive level for Counter Strike, so of course I need a lot of input and playtesting to make it a fun and balanced map.

    Although it has textures and static models, its still pretty much a greybox.
    There are a few areas I'm really not happy with, so please feel free to tear it apart!

    I'm hoping to have it playtested soon in the mapcore server, and would love any thoughts you can give me now or after you've played it. Thanks!

    [Blocked Image: https://dl.dropboxusercontent.com/u/1906363/Game…%20overview.png]


    Ingame shots:

    https://www.dropbox.com/sc/ez8ps2bbsq1ud3a/NclLjCpJRm


    Download Link:

    https://mega.co.nz/#!WZAFHLYD!QUk…9724UfHt9EqB4Dw

  • MrSkellyBones
    • August 29, 2013 at 5:42 AM
    • #2

    Hiya Stranger! This be Digg. Glad you joined up. I look forward to testing the map soon as it's on the playtest. =D

  • Pampers
    • August 29, 2013 at 8:34 AM
    • #3

    Spend more time on your layout, that doesn't make much sense.

  • BaRRaKID
    • August 29, 2013 at 1:03 PM
    • #4

    It's hard to read the layout from the overview, but, looking just at the CTs, there's no path for them to rotate between bombsites without passing through either the T or the CT bombsites. Don't forget that after the bomb is planted the CTs need to retake the bombsite and they need a safe fast route to both bombsites in order to do that.

    My suggestion is to create paths in the areas marked with green on this image:


    [Blocked Image: http://i.imgur.com/L6ckcKu.jpg]


    You should also check your timings (how long it takes to reach each bombsite from both spawn points, how long it takes to rotate between bombsites for both teams, etc.) it seems like the Ts have longer routes than the CTs.

  • Stranger
    • August 29, 2013 at 6:34 PM
    • #5
    Quote from Pampers

    Spend more time on your layout, that doesn't make much sense.

    Do you mean the overview is confusing, or the map in general?

  • Stranger
    • August 29, 2013 at 6:46 PM
    • #6
    Quote from barrakid

    It's hard to read the layout from the overview, but, looking just at the CTs, there's no path for them to rotate between bombsites without passing through either the T or the CT bombsites. Don't forget that after the bomb is planted the CTs need to retake the bombsite and they need a safe fast route to both bombsites in order to do that.

    My suggestion is to create paths in the areas marked with green on this image:


    You should also check your timings (how long it takes to reach each bombsite from both spawn points, how long it takes to rotate between bombsites for both teams, etc.) it seems like the Ts have longer routes than the CTs.


    You've made me realize that B bombsite (the lower one on the map) needs another way to retake it from. The problem with putting a connector where you put your lower one is that it makes that tunnel a complete bottle neck for rushing Ts because a CT can run straight there and mow them down. But you're right, I really need a different route to retake B.


    Was hoping I could have the map playtested today, but it looks like they've already got 2 maps. Maybe sunday.


    Thanks for the feedback.

  • Rick_D
    • August 29, 2013 at 9:51 PM
    • #7

    i think it's an interesting layout - i am not sure the top site will get used all that much, but who knows if that will be the case.

  • BaRRaKID
    • August 30, 2013 at 11:04 AM
    • #8

    Again, I'm just focusing on the CT side now, and what you want to have is a kind of circular path from BS A -> CT SPAWN -> BS B -> BSA with a connector in the middle, basically something like this (excuse my amazing paint skills)


    [Blocked Image: http://i.imgur.com/5ss7u1P.jpg]


    Those are the only paths the CTs need. Using this suggestion the CT spawn would have to be moved more to the left in order to make the middle connector longer and the timings more even, but that's basically it.

  • Rick_D
    • August 30, 2013 at 4:19 PM
    • #9

    i'd say playtest it before making judgements on an overview. there's a lot of really decent maps that look odd in the overview..

  • blackdog
    • August 30, 2013 at 7:11 PM
    • #10

    My impression is that there are several areas that could benefit to be enlarged, especially the route at the bottom of the map, makes me think of Long A in Dust 2, but so tight and without cover that I dunno, feels scary to picture myself to adventure there.


    Quote from Rick_D

    i think it's an interesting layout - i am not sure the top site will get used all that much, but who knows if that will be the case.


    Moving the T-spawn up a bit would help, or you are referring to the layout of the bombsite itself?

  • Stranger
    • August 31, 2013 at 12:53 AM
    • #11
    Quote from barrakid

    Again, I'm just focusing on the CT side now, and what you want to have is a kind of circular path from BS A -> CT SPAWN -> BS B -> BSA with a connector in the middle, basically something like this (excuse my amazing paint skills)


    Those are the only paths the CTs need. Using this suggestion the CT spawn would have to be moved more to the left in order to make the middle connector longer and the timings more even, but that's basically it.


    As I said before, I agree that it needs another option for retaking the site, but if I add a path there, the CTs can just loop around behind the Ts as soon as they rush past, because its so close to CT spawn as well. I'm thinking about what I can do about this site. Haven't come up with any ideas I completely like yet. But thank you for pointing it out.

  • Stranger
    • August 31, 2013 at 6:52 AM
    • #12
    Quote from barrakid

    Again, I'm just focusing on the CT side now, and what you want to have is a kind of circular path from BS A -> CT SPAWN -> BS B -> BSA with a connector in the middle, basically something like this (excuse my amazing paint skills)


    Those are the only paths the CTs need. Using this suggestion the CT spawn would have to be moved more to the left in order to make the middle connector longer and the timings more even, but that's basically it.


    As I said before, I agree that it needs another option for retaking the site, but if I add a path there, the CTs can just rush into the tunnel and mow down a rush. I'm thinking about what I can do about this site. Haven't come up with any ideas I completely like yet. But thank you for pointing it out.

  • Zurikawa
    • August 31, 2013 at 9:28 AM
    • #13

    What kind of program are you using?

  • Spherix
    • August 31, 2013 at 12:14 PM
    • #14

    You mean Hammer editor?

  • Stranger
    • August 31, 2013 at 5:16 PM
    • #15

    Yes, I'm using Hammer.

  • BaRRaKID
    • September 2, 2013 at 11:04 AM
    • #16
    Quote from Stranger

    As I said before, I agree that it needs another option for retaking the site, but if I add a path there, the CTs can just rush into the tunnel and mow down a rush. I'm thinking about what I can do about this site. Haven't come up with any ideas I completely like yet. But thank you for pointing it out.


    Moving the CT spawn more to the left (that is making them take longer to reach each bombsite) would help with that. But basically you need to test the map, get some bots in there and check the timmings and where the chokepoints are.

  • blackdog
    • September 2, 2013 at 12:33 PM
    • #17
    Quote from Stranger

    As I said before, I agree that it needs another option for retaking the site, but if I add a path there, the CTs can just rush into the tunnel and mow down a rush.

    Yeah but you don't literally need to open that up like in the sketch. You could make a smaller underpass, think to cs_italy's cellar (old) route. It could go underneath and open up in the building you have at the bottom-right of the CT spawn.

  • Stranger
    • September 2, 2013 at 5:34 PM
    • #18
    Quote from blackdog

    Yeah but you don't literally need to open that up like in the sketch. You could make a smaller underpass, think to cs_italy's cellar (old) route. It could go underneath and open up in the building you have at the bottom-right of the CT spawn.


    Hmmm, I like that idea quite a bit. It meshes well with some other changes I've been considering. But for this first playtest, I'm going to leave it as it is. Right now the map seems to be very CT sided. So I want to get everyone's thoughts on the bombsites, and then I'll probably end up moving and reworking them a lot.

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