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de_decline (WIP)

  • Distortion
  • April 20, 2014 at 7:50 AM
  • Distortion
    • April 20, 2014 at 7:50 AM
    • #1

    Decline
    Note comments 2-8 Are in fact form the Old version of the map
    Old version


    Quote

    pre-alpha



    Mid:
    [Blocked Image: http://i.imgur.com/NCwbD3A.jpg]

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

    Decline is my complete redo on my other map de_mall. I have kept some aspects. I have cleaned up the layout and added a mid and majorly simplified it. The map has been made way smaller. I need to play test this map to make sure that the layout is workable. If anyone would like to give this a look link is at the bottom.
    [Blocked Image: http://i.imgur.com/9tDI8oG.jpg]

    A site:
    [Blocked Image: http://i.imgur.com/PDpE5fg.jpg]

    Ally:
    [Blocked Image: http://i.imgur.com/OcmhQ50.jpg]

    Display More

    Remade decline

    [Blocked Image: http://i.imgur.com/4E0X6Ye.jpg]


    The map was too small, so i made it bigger about 10 percent.I went with a number of changes, sites are now different sizes and i changed the theme to Italy style. Made it easier for T's to move around with out having to take mid. I wanted variety between the sides. One is big open, and elevated. The other is smaller with more cover and a different play style. Mid has changed in a lot of ways now, removed in needed unneeded entrance and added cover that was necessary. Gave both sites areas before the chokeponts for smokes and planning entries.

    A Site:
    [Blocked Image: http://i.imgur.com/4sOZHMI.jpg]


    B Site:
    [Blocked Image: http://i.imgur.com/YErzayt.jpg]

    Mid:
    [Blocked Image: http://i.imgur.com/Z3fK0Ec.jpg]

    Planed this to be a market area before b:
    [Blocked Image: http://i.imgur.com/KuyB1Px.jpg]

    Log area before A hall way:
    [Blocked Image: http://i.imgur.com/osMOkKG.jpg]

  • kinggambit
    • April 23, 2014 at 10:34 AM
    • #2

    congratulations on your map and welcome!


    To be honest, the map seems really big. As you can see from your hallways, the large distances causes some issues with your routes, especially the connector areas which turn into long tight chokepoints. Also, your bomb sites will be too exposed. In general, awpers will have too much power against opponents. If you can, I'd suggest trying to make the map smaller.


    Still, you have some good ideas! If you want, you can always playtest you map:

  • Distortion
    • April 30, 2014 at 3:16 AM
    • #3
    Quote from kinggambit

    congratulations on your map and welcome!


    To be honest, the map seems really big. As you can see from your hallways, the large distances causes some issues with your routes, especially the connector areas which turn into long tight chokepoints. Also, your bomb sites will be too exposed. In general, awpers will have too much power against opponents. If you can, I'd suggest trying to make the map smaller.


    Still, you have some good ideas! If you want, you can always playtest you map:


    thanks alot for the feed back. the map is about the size of nuke and i find that i will change the intersection between park and b into a warehouse giving CT a cat walk

  • Distortion
    • May 4, 2014 at 9:08 AM
    • #4

    Major update will be posted tomorrow. Its already up on the workshop but I made a video to explain my layout.


    Posted.

  • Distortion
    • August 8, 2014 at 7:51 AM
    • #5

    Bump Complete change.

  • text_fish
    • August 26, 2014 at 8:58 PM
    • #6

    As mentioned by many other players, my main problem in tonight's playtest was the zigzaggy routes. Obviously the worst one is between T-Spawn and bombsite A. Most of the time spent in this section of the map is purely travel rather than combat, so it feels frustrating having to strafe or turn all the time just to get to the action. You could quite easily make this section in to a straight diagonal without running the risk of it becoming a snipe-fest because the T's will have cleared the distance before CT's can take position at the other end, and it's very rare that the action will return there later in a round.


    On the route from T-Spawn to B I think a banana-style shape would make combat much more interesting in the outside area with the crates. This would encourage creative smoking and flashing to advance rather than peeking and pot-luck.


    Mid works very well as it is, but thematically speaking it's a bit weird to have those giant containers in there.

  • Distortion
    • September 7, 2014 at 1:33 AM
    • #7
    Quote from text_fish

    As mentioned by many other players, my main problem in tonight's playtest was the zigzaggy routes. Obviously the worst one is between T-Spawn and bombsite A. Most of the time spent in this section of the map is purely travel rather than combat, so it feels frustrating having to strafe or turn all the time just to get to the action. You could quite easily make this section in to a straight diagonal without running the risk of it becoming a snipe-fest because the T's will have cleared the distance before CT's can take position at the other end, and it's very rare that the action will return there later in a round.


    On the route from T-Spawn to B I think a banana-style shape would make combat much more interesting in the outside area with the crates. This would encourage creative smoking and flashing to advance rather than peeking and pot-luck.


    Mid works very well as it is, but thematically speaking it's a bit weird to have those giant containers in there.


    I took a lot of the advice and redesigned the same layout but made it look less square and far better from up top and in game.

    http://prntscr.com/4ke7z3

  • text_fish
    • September 7, 2014 at 9:46 AM
    • #8

    Looks good. How does it effect the timings?

  • Distortion
    • September 7, 2014 at 6:35 PM
    • #9
    Quote from text_fish

    Looks good. How does it effect the timings?

    the time was moved over by 2 second for every choke point. so encounters do not happen as fast. as they use too

  • Distortion
    • November 16, 2014 at 9:51 PM
    • #10

    Major update and Bump thanks to all who playtested

  • Distortion
    • August 7, 2015 at 5:43 PM
    • #11

    Decline will have to wait another year before i can finish it. I am in the middle of moving and I feel like i have wasted most of my vacation researching and developing maps and other content. I'll will be enjoying the rest of my summer and I hope that Decline is the best map that i can create. Thank you for those who have supported me since the beginning.

  • Vaya
    • August 7, 2015 at 6:22 PM
    • #12
    Quote from Distortion

    Decline will have to wait another year before i can finish it. I am in the middle of moving and I feel like i have wasted most of my vacation researching and developing maps and other content. I'll will be enjoying the rest of my summer and I hope that Decline is the best map that i can create. Thank you for those who have supported me since the beginning.

    This map is going to be like a fine wine :)

    Enjoy your summer

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