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[CS:GO] de_unnamed (WIP)

  • Volk
  • March 22, 2014 at 4:27 AM
  • Volk
    • March 22, 2014 at 4:27 AM
    • #1

    Hello everyone!


    Figured I'd pop in and show off what I've been messing with for the past couple days. This is really my first attempt at actually making a defuse map for CS:GO so I figure it's best to get some advice now rather than later.


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


    Currently the map isn't much to look at. I've really only blocked it out to get the main idea down. At this point I'm just wondering what people think. Any feedback is appreciated at this point.

  • kinggambit
    • March 22, 2014 at 5:04 PM
    • #2

    I think the most useful tip would be to simplify the layout i.e. Is there a reason why T's have 2 routes that lead to the same A entrance?


    Also, unless it's part of the theme of the map to have narrow alleyways everywhere, I think having some open space would gie it less of a rat-maze feel. I'd also suggest adding some verticality (I know it's just a block out though).


    Just my 2 cents though.

  • Volk
    • March 22, 2014 at 10:27 PM
    • #3

    Yeah I had a feeling I overdid it with the side paths. I'm gonna cut those out for now and get to resizing my main pathways. As for verticality, I intend to add some later on. Currently though I'm just looking to get the basics down first. Well I'll get to it and start making those changes.

  • ElectroSheep
    • March 22, 2014 at 10:33 PM
    • #4

    Use verticality !! Also give some paths more space.

  • ics
    • March 22, 2014 at 10:36 PM
    • #5

    Pretty much look like a maze. I suggest smplifying.

  • Volk
    • March 23, 2014 at 1:48 AM
    • #6

    Thanks for the advice everyone. So the map has gone through a bit of a change and I'm certainly liking it a bit more now. So I've removed all the side paths and have redone the remaining pathways to give them a little more space. I think it looks less cluttered than before and hopefully much simpler. I also went through and redid the middle path to make it stand out less and hopefully blend with the rest of the map.

    [Blocked Image: http://i.imgur.com/qqclNd2.jpg]


    No vertical parts yet, but they will be coming along as soon as this portion is sorted out.

  • esspho
    • March 23, 2014 at 5:25 PM
    • #7

    i would suggest building a slope here:


    [Blocked Image: http://i.imgur.com/11q3rR8.jpg]


    this way you could extend the short route from t-spawn to bombsite A. also it could be good for the player's orientation if they know there's this one slope / stairs / road to A and a flat route to B.

    just thinking. good luck with the map!

  • Volk
    • March 23, 2014 at 11:16 PM
    • #8

    Thanks for the suggestion. I'm gonna start working on raising that portion along with a few more.

  • Vinneri
    • March 24, 2014 at 8:44 AM
    • #9

    How long it takes to rotate from A to B? You can compare time with official maps to find optimal time. Also have you thought giving another route for terrorist to A? One interesting possibility could be from the middle. Good luck with your map!

  • Volk
    • March 24, 2014 at 1:40 PM
    • #10

    These are the current times for the bombsites for both sides. I think some adjustment might be needed for the times, but that should be fairly simple.

    CT to A: 10-11 seconds

    CT to B: 9-10 seconds

    CT fom A to B: 11-12 seconds

    T to A: 10-11 seconds

    T to B: 11-12 seconds


    As for another route, I guess it couldn't hurt.


    Edit: Alright so I did a quick wip for another route from middle to site a.

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

    I like the idea of having a path here, but I'm not sure if it looks right currently. What do you guys think?

  • Algor
    • March 24, 2014 at 10:14 PM
    • #11

    The main lane running horizontally has a sight line the length of the entire map

  • Volk
    • March 24, 2014 at 10:43 PM
    • #12

    Holy crap, I can't believe I missed that. Thanks Algor. I gotta get on that right away.

  • text_fish
    • March 24, 2014 at 10:59 PM
    • #13

    That's not necessarily such a bad thing. Dust 2 has a sightline the length of the map. Looks to me like if T's took the right-hand route to B they could still plant without ever having to actually cross the sightline, but maybe those brave enough to dash across it could be rewarded with a better defensive position or a route to a nest from which to snipe back. If you did want to go down that route you would probably want to block the sightline in to A from T side so that snipers can't easily cover each site.


    Height could also play a factor. It looks to me like there's a downward slope along that horizontal path near the A site, so maybe a bridge/pipes/vents cut across it, obscuring snipers on the high ground from seeing the low ground easily.

  • Volk
    • March 25, 2014 at 2:26 AM
    • #14

    As much as I'd hate to do it, I think I'll have to change that part of the layout just a bit. I put a raised walkway down right after the ramp leading to B, but that sits too high up to effect any shots into B. I tried popping a sliding door down, but that's a temporary fix at best seeing as CTs could just rush the door and pop it open.


    Oh wait, I think I got it. I popped down a little side entrance that limits the view just a bit. I'm thinking a few crates or a forklift might block it off just enough.

  • Volk
    • March 27, 2014 at 3:58 PM
    • #15

    Alright I'm back with a little bit of an update. I think I'm close to being done blocking out the main floor. I've added another pathway from mid leading to A, and hopefully I've fixed the issue of CTs sniping B. I imagine there's a little bit more to fix up here and there, but I believe I'll be able to start work on the vertical sections pretty soon.


    [Blocked Image: http://i.imgur.com/A4a5wYk.jpg]


    As always feedback is appreciated.

  • ESToomere
    • March 27, 2014 at 7:03 PM
    • #16

    Damn that's looking so solid already.
    Itching to map now : <

  • Volk
    • April 2, 2014 at 3:43 AM
    • #17

    Sorry for not providing any updates everyone. Been sick for a few days so very little work has been done. I am however doing much better and have continued work on the map. I've changed the lighting to something darker and have started working on finishing the ground floor up so there isn't much to show at the moment. I do hope to change that in a couple days though.


    @ ESToomere: That's honestly the last thing I expected to hear, but thank you.

  • Volk
    • April 8, 2014 at 4:07 PM
    • #18

    Figured I should pop in and provide some updates as it's been a little while. So I've been working on detailing the map and hopefully bringing it up to a playable stage. I've been working on one section at a time so progress is a little slow, but I hope to be done with the middle path by the end of this week.

    Warehouse T side

    [Blocked Image: http://i.imgur.com/67sf3TL.jpg]

    Warehouse CT side

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

    Warehouse interior

    [Blocked Image: http://i.imgur.com/mwS9DcN.jpg]

    As always feedback is appreciated.

  • tomm
    • April 8, 2014 at 4:22 PM
    • #19

    I think you should first playtest the map before jumping on detailing.. just to see if the layout works.

  • Volk
    • April 14, 2014 at 2:21 AM
    • #20

    @ tomm: I thought about what you said and kind of stopped for a little bit to clear my head. When I came back to the map I scrapped that build and loaded up a previous version and went from there.


    So after ditching my last build I jumped back to a previous build and went from there. I changed the Middle path just a bit. I've worked on fleshing out the bomb sites a little bit more. I've also popped in a few props as well to break up the empty space at the bomb sites and kind of define them a bit more. I've still got more to do, but I think I'm getting this closer to a playable stage. Now for some pictures.


    Warehouse T Spawn

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


    Bombsite A

    [Blocked Image: http://i.imgur.com/m3jbnGV.jpg]


    Bombsite B

    [Blocked Image: http://i.imgur.com/G3EpOhf.jpg]


    Middle Path

    [Blocked Image: http://i.imgur.com/IedV9ea.jpg]


    Rooftop/Catwalk access. This part is still very much a work in progress.

    [Blocked Image: http://i.imgur.com/rGh6UmX.jpg]


    Feedback as always is appreciated.

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