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[CS:GO] De_Japan (WIP)

  • Beck
  • March 6, 2014 at 9:42 PM
  • Beck
    • March 6, 2014 at 9:42 PM
    • #1

    HI all,


    It's about time I jumped on the CS:GO bandwagon and got a map out into the wild.


    Always been a fan of Japan since I played Shenmue years ago so decided to set it in an area of Japan similar to that. It'll be set in a rural town rather than in a city full of neon lights.


    I've collected a load of reference images and drawn up an initial plan:

    [Blocked Image: http://i.imgur.com/8BnHYId.png]

    Please excuse my poor drawing skills


    Anyway, anything that's red is outside of the play area. Blue lines are routes CT can take to get to the bomb sites, whilst orange shows the routes T can take.


    I know it's only a 2D plan, but I'd like any initial feelings/feedback you guys might have looking at it. I'll begin grey boxing Saturday so I can get a better feeling of how it will play and from there arrange some playtests.


    I've stuck a few reference images in an imgur album here: http://imgur.com/SPaytWq,qYByRh…nHYId,stSfsMI#0


    Cheers guys, shall update soon with a grey box version

  • mr.P
    • March 6, 2014 at 10:27 PM
    • #2

    love those reference images!


    perhaps adjust ct spawn slightly, looks like they could rush mid and lock all roads to b, i.e snipe t in the back

  • Puddy
    • March 6, 2014 at 10:40 PM
    • #3

    It's always a bit tricky to judge a 2D sketch and ultimately I think that most maps evolve away from their initial planning but it's definitely good to have a starting point!


    What I can say by looking at your sketch is that CT's need to cover 5 main approaches, which is too many in my book. If CT's lose one guy, they are incredibly vulnerable. The sweet spot in official maps seem to be 3 or 4 (2 paths to first site, 1 path to second site and 1 mid path is usually the case).


    Looking forward to seeing your progress!

  • Mazy
    • March 6, 2014 at 11:06 PM
    • #4

    Hah! The last few weeks I've actually been thinking of doing a CS:GO map with this exact same theme (since most people must be sick and tired of european villages at this point, and what'll feel fresh? ), still to this day it feels like a really underused location in games in general. I think the layout looks pretty good as a starting point, gonna be interesting to see this develop (now that you've totally dissuaded me from doing one )

  • FMPONE
    • March 6, 2014 at 11:39 PM
    • #5

    There does seem to be a general "zeitgeist" you can track as people scramble for new themes. I was dreaming up an Asian map myself, there goes that idea. Maybe it's time to pull a Gwalior and make a map based in a ridiculously random place.


    De_Zimbabwe


    edit: on a more relevant note, that floorplan looks pretty cool.

  • Sprony
    • March 7, 2014 at 8:47 AM
    • #6
    Quote from Beck

    HI all,


    It's about time I jumped on the CS:GO bandwagon and got a map out into the wild.


    Always been a fan of Japan since I played Shenmue years ago so decided to set it in an area of Japan similar to that. It'll be set in a rural town rather than in a city full of neon lights.


    I've collected a load of reference images and drawn up an initial plan:

    [Blocked Image: http://i.imgur.com/8BnHYId.png]

    Please excuse my poor drawing skills


    Anyway, anything that's red is outside of the play area. Blue lines are routes CT can take to get to the bomb sites, whilst orange shows the routes T can take.


    I know it's only a 2D plan, but I'd like any initial feelings/feedback you guys might have looking at it. I'll begin grey boxing Saturday so I can get a better feeling of how it will play and from there arrange some playtests.


    I've stuck a few reference images in an imgur album here: http://imgur.com/SPaytWq,qYByRh…nHYId,stSfsMI#0


    Cheers guys, shall update soon with a grey box version

    Display More


    I've been reading up on CSGO level design myself and I'm with Puddy on this. Too many routes and paths. I suggest you watch these. I've found them very helpful.


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  • Beck
    • March 7, 2014 at 9:44 AM
    • #7
    Quote from mr.P

    love those reference images!


    perhaps adjust ct spawn slightly, looks like they could rush mid and lock all roads to b, i.e snipe t in the back


    Good point. I'll probably move their spawn point so it's down the road towards B and make some changes to mid so there is more cover for T's on the way to B.


    Quote from Puddy

    It's always a bit tricky to judge a 2D sketch and ultimately I think that most maps evolve away from their initial planning but it's definitely good to have a starting point!


    What I can say by looking at your sketch is that CT's need to cover 5 main approaches, which is too many in my book. If CT's lose one guy, they are incredibly vulnerable. The sweet spot in official maps seem to be 3 or 4 (2 paths to first site, 1 path to second site and 1 mid path is usually the case).


    Looking forward to seeing your progress!


    Yeah I totally expect this map to change from the plan, I just wanted to get a base idea for the layout of the level down so I have a starting point.


    I shall look into removing one of the approaches for T to give CT's more of a chance to defend whilst they are spread out. Thanks!


    Quote from Mazy

    Hah! The last few weeks I've actually been thinking of doing a CS:GO map with this exact same theme (since most people must be sick and tired of european villages at this point, and what'll feel fresh? ), still to this day it feels like a really underused location in games in general. I think the layout looks pretty good as a starting point, gonna be interesting to see this develop (now that you've totally dissuaded me from doing one )


    Oh man, I'm sorry! It is hard to think of a theme for a new map these days. I was going to go with abandoned factory/refinery but I really lost interest in it early on so decided to change the theme. I'm much happier with this one.


    I'm happy to share any assets I create for this map with the community though once I'm done! Would like to see more maps with a similar theme!


    Quote from FMPONE

    There does seem to be a general "zeitgeist" you can track as people scramble for new themes. I was dreaming up an Asian map myself, there goes that idea. Maybe it's time to pull a Gwalior and make a map based in a ridiculously random place.


    De_Zimbabwe


    edit: on a more relevant note, that floorplan looks pretty cool.


    Now I feel bad for stealing everyone's theme


    I played DE_Reef yesterday and that has a completely different theme to any other CS:GO map. Was really nice and fresh to see something different.


    Cheers!


    Quote from SpronyvanJohnson

    I've been reading up on CSGO level design myself and I'm with Puddy on this. Too many routes and paths. I suggest you watch these. I've found them very helpful.


    Cheers. I'll give these a watch


    Appreciate the comments guys. Great as always! Looking forward to getting stuck into this now

  • ESToomere
    • March 7, 2014 at 11:08 AM
    • #8

    Colour me intrigued. I can share a few pics from my visit to Japan if you want.

    I was working on two maps before I realised my PC is too shit to continue working on them.

  • Beck
    • March 7, 2014 at 11:09 AM
    • #9
    Quote from ESToomere

    Colour me intrigued. I can share a few pics from my visit to Japan if you want.

    I was working on two maps before I realised my PC is too shit to continue working on them.


    Would love any pics you're willing to share. Will come in handy no doubt!

  • ESToomere
    • March 7, 2014 at 11:51 AM
    • #10

    PM'd.

  • AlexM
    • March 8, 2014 at 7:29 AM
    • #11

    Nice subject choice, I love the look of Shenmue, the game still looks gorgeous today.


    Here's some shots from when I was living there (okinawa and kyoto) mixed in with some other reblogs I thought were nice. Parts of Kyoto look like Shenmue. I'm not sure I have too many photos of those areas though.


    http://leveldesigninspirationmachine.tumblr.com/tagged/Kyoto


    http://leveldesigninspirationmachine.tumblr.com/tagged/Japan

  • Beck
    • March 8, 2014 at 8:25 PM
    • #12
    Quote from AlexM

    Nice subject choice, I love the look of Shenmue, the game still looks gorgeous today.


    Here's some shots from when I was living there (okinawa and kyoto) mixed in with some other reblogs I thought were nice. Parts of Kyoto look like Shenmue. I'm not sure I have too many photos of those areas though.


    http://leveldesigninspirationmachine.tumblr.com/tagged/Kyoto


    http://leveldesigninspirationmachine.tumblr.com/tagged/Japan

    Display More


    I looked at your site when I was doing a bit of research on this. Was very helpful!


    The tags page still doesn't work for me so those links are perfect


    Thank you!

  • Thurnip
    • March 11, 2014 at 11:24 PM
    • #13
    Quote from AlexM

    Nice subject choice, I love the look of Shenmue, the game still looks gorgeous today.


    Here's some shots from when I was living there (okinawa and kyoto) mixed in with some other reblogs I thought were nice. Parts of Kyoto look like Shenmue. I'm not sure I have too many photos of those areas though.


    http://leveldesigninspirationmachine.tumblr.com/tagged/Kyoto


    http://leveldesigninspirationmachine.tumblr.com/tagged/Japan

    Display More

    jizzed.

  • Squad
    • March 11, 2014 at 11:39 PM
    • #14
    Quote from AlexM

    Nice subject choice, I love the look of Shenmue, the game still looks gorgeous today.


    Here's some shots from when I was living there (okinawa and kyoto) mixed in with some other reblogs I thought were nice. Parts of Kyoto look like Shenmue. I'm not sure I have too many photos of those areas though.


    http://leveldesigninspirationmachine.tumblr.com/tagged/Kyoto


    http://leveldesigninspirationmachine.tumblr.com/tagged/Japan

    Display More


    That's a great site you got there, AlexM. Sure will come in handy sooner or later

  • AlexM
    • March 12, 2014 at 3:31 PM
    • #15
    Quote from Beck

    I looked at your site when I was doing a bit of research on this. Was very helpful!


    The tags page still doesn't work for me so those links are perfect


    Thank you!


    Ah crap, yeah that tagging mechanism is not really built for tumblr. I've been considering re-writing the site from scratch as a custom web application but haven't had the time.

  • ESToomere
    • March 12, 2014 at 4:06 PM
    • #16

    comon fagit, wer da gay box?

  • Beck
    • March 12, 2014 at 9:38 PM
    • #17

    I find that very insulting...


    Aiming to get it done for the weekend hopefully

  • Nerve
    • March 13, 2014 at 9:59 AM
    • #18

    Agree with the others about the paths, but definitely interested to see where you take this. If you can capture the atmosphere of those references images then it will be sex.

  • Beck
    • March 13, 2014 at 10:14 AM
    • #19

    Cheers!


    I've now only got the one route into B for the Terrorists and removed the alleyway to the stairs and the point of no return on their side. The Terrorists can still get to the alleyway from the CT side of mid, but they'll obviously have to fight to get to it. So that should hopefully sort the problem of having too many routes for the Terrorists to take. Time and testing will tell of course!


    At the moment I think my greybox is a little too wide, so once I've finished T side of the map I'll be reducing the time it takes to get from one side of the map to the other.

  • Beck
    • March 16, 2014 at 9:57 PM
    • #20

    Update time!

    Got the greybox done. Radar can be seen in the image below:

    [Blocked Image: http://i.imgur.com/oTEcGhF.png]


    As you can see some of the routes have changed slightly. The second route into the right hand bomb site from the T's side has been removed, however T's could still get to the elevated position above that site via the back alley from CT's side of mid. Also the routes to the left hand bomb site for the T's have changed slightly too.


    Some screenshots:


    T's routes to the left hand bombsite:

    [Blocked Image: http://i.imgur.com/6CWEVDr.jpg]


    [Blocked Image: http://i.imgur.com/3q0zehU.jpg]


    The left side bomb site:

    [Blocked Image: http://i.imgur.com/xk9Wrji.jpg]


    And the CT side of the bomb site:

    [Blocked Image: http://i.imgur.com/14UDI0E.jpg]


    CT's side of the right hand bombsite:

    [Blocked Image: http://i.imgur.com/JCeN4CU.jpg]


    Right hand bombsite:

    [Blocked Image: http://i.imgur.com/ua5HVPt.jpg]


    [Blocked Image: http://i.imgur.com/DqX2ldc.jpg]


    And a birds eye view of mid from T's side:

    [Blocked Image: http://i.imgur.com/f9xXVjm.jpg]


    The only elevation in the map is around the left hand bomb site. I've kept it simple for the greybox but once the layout is nailed down and I'm happy with it there should be a lot more elevation in the level since Japan is a very hilly place.


    Anyway, next up is to add some more cover to places, place down some sign posting for the bomb sites and get some playtests arranged.


    I've attached the current version of the map along with the files for the radar (Just extract to your csgo folder and it should all work ). If any of you get the chance to give it a quick spin then any feedback would be appreciated!


    Thanks guys!


    de_japan2.zip

    Edit: Whoops. Looks like I included all of the other maps radars in the zip too. Just ignore those when copying files, sorry!

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