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de_havana

  • Lajron
  • September 27, 2014 at 5:21 PM
  • jackophant
    • December 19, 2014 at 10:13 AM
    • #41

    It's the first time I've had the pleasure of playing the map, but it seems that CTs have a very strong advantage at B, and T's can pinch from mid and A long very easily.


    It was most likely the large number of people that skewed the balance but I think I was full white flashed about 6 times in a row as a T on B at it's worse, 3 times if i was lucky ( <- imagine that with a sad face, I needed me some!)


    The detailed areas look beautiful! With the wooden trellis by the pink tiled area near CT spawn, will you plan to make that a prop with wood properties? right now nothing slows bullets down and it can kind of be a one way advantage with vision.

  • Lajron
    • December 19, 2014 at 11:44 AM
    • #42

    It really depends how you look at it.

    For B site i might add some small cover for flashes but isn't that like saying i get flashed on de_inferno banana when i rush?

    What more with proper smoking Ts have an advantage.They are able to bounce smokes from the pillars of the cathderal blocking the whole view of the road(the right angles just need to be learned)

    But i have an idea that would make it more even.

    Yeah A site is in-between A-long and Mid but i think that's what makes it special.

    I may decrease the timing for CTs on mid since it seems there is a big difference between bad and good spawn.

  • SirK
    • December 19, 2014 at 1:32 PM
    • #43

    This looks awesome! I want to play this

  • The Horse Strangler
    • December 22, 2014 at 8:35 PM
    • #44

    I don't think reducing the timing on CT's getting to mid is ideal. With the current layout I think a major problem is the desirability to go B as Terrorist when mid is as biased as it is towards T side. Right now T's can take control of mid, and thus have a strong advantage in where they want to rotate.

  • Seldoon182
    • December 25, 2014 at 1:49 AM
    • #45

    jizz

  • Mvllsk
    • December 25, 2014 at 11:04 PM
    • #46

    I think the big black triangle in the middle needs to be low enough to allow both sides to throw nades across.

    It would definitely allow for more planned takes and could slow down the pace (rushing mid is not as effective anymore)

  • Lajron
    • December 26, 2014 at 9:10 PM
    • #47

    Hm currently i've done some change to mid:

    [Blocked Image: http://i.imgur.com/OcsTDLu.jpg][Blocked Image: http://i.imgur.com/WO1ry1U.jpg][Blocked Image: http://i.imgur.com/YgpFBPR.jpg]
    I also added a brush so Ts can get on this crate for more interesting gameplay and moved this a little bit inside

    [Blocked Image: http://i.imgur.com/YvUOc5C.jpg][Blocked Image: http://i.imgur.com/IZP77bp.jpg]Also some visual work

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

  • Squeebo
    • December 31, 2014 at 6:18 AM
    • #48
    Quote from Lajron

    Also some visual work

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


    Man I love the aesthetics on this map, the finished architecture looks fantastic, very cool style! Great to see it progressing.

  • The Horse Strangler
    • December 31, 2014 at 7:10 AM
    • #49

    Having T's go up a ladder like that seems kind of OP for ct's to defend from the corner now, especially since you can't shoot properly while on a ladder, and if you fling up the ladder you're basically playing duck hunt.

  • Lajron
    • December 31, 2014 at 2:11 PM
    • #50
    Quote from MrTwoVideoCards

    Having T's go up a ladder like that seems kind of OP for ct's to defend from the corner now, especially since you can't shoot properly while on a ladder, and if you fling up the ladder you're basically playing duck hunt.

    Yeah i agree , that was just me experimenting with something new ,after all that's what playtests are meant for -> experimenting.

    The changes that i did in version40 :


    Removed the block that allows Ts to climb on the crates at B.

    [Blocked Image: http://i.imgur.com/7vYynYu.jpg]

    Blocked the ladder so someone needs to boost you(this will be only possible in competitive).

    [Blocked Image: http://i.imgur.com/cJgbdm0.jpg]

    Made mid more CT sided with more peek angles.

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

    Also changed A balcony so CTs can fall back.The site is now gonna be harder to take but also if taken , easier to defend.

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

  • Lajron
    • January 4, 2015 at 10:30 PM
    • #51

    I hope this isn't spam

    The map was tested today in a 5on5 match.The layout turned out great and it was almost a tie


    So here's the layout that was being tested

    [Blocked Image: http://i.imgur.com/mag0dW0.png]

    The new A site (it's still in the works i just used the boxes and pillars as a place-holder)

    [Blocked Image: http://i.imgur.com/cw7uEQS.jpg][Blocked Image: http://i.imgur.com/sXQ0jIy.jpg]Also here are some new buildings at "CT Spawn"

    [Blocked Image: http://i.imgur.com/XwbGxtZ.jpg][Blocked Image: http://i.imgur.com/A0OUYo1.jpg][Blocked Image: http://i.imgur.com/Kk5fUrG.jpg]

  • jackophant
    • January 5, 2015 at 5:26 PM
    • #52

    Do you use instancing while mapping? Or cordons for the screenshots?


    Architecture looking so tasty I could lick it...

  • Lajron
    • January 5, 2015 at 9:31 PM
    • #53

    Neither since i mapped in GoldSrc i never had a problem with VHE being laggy tho i noticed the lag in 4.1 so i just fast hide objects that i don't need and work on a certain building for example :

    [Blocked Image: http://i.imgur.com/ipNioru.png][Blocked Image: http://i.imgur.com/cvxzOzS.png][Blocked Image: http://i.imgur.com/kI9H36u.png][Blocked Image: http://i.imgur.com/swSk2U5.png][Blocked Image: http://i.imgur.com/Caaj1No.png][Blocked Image: http://i.imgur.com/WuEqVYi.png]

    Otherwise it would look something like this

    [Blocked Image: http://i.imgur.com/TnirTp3.png]

  • FMPONE
    • January 5, 2015 at 10:07 PM
    • #54

    It looks good but the textures are a little noisey for my taste. Maybe you can post some of your 2D flats, so that people can offer some critique?


    Despite the map looking really cool, my two big criticisms are that the textures don't really work well together and look smooth (like DE_MIRAGE, does, for instance) and also that the surfaces in the level feel very "brushy" and low polygon (I actually thought the map was almost entirely brushes at first). Additionally, things like arches should always have external trims (these should probably be models as well). It's a promising start and I definitely encourage you to keep going, but I think the map needs a pass to really solve these issues in a comprehensive way.

  • Lajron
    • January 5, 2015 at 10:46 PM
    • #55

    I could upload some of the "2d flats" that i made but i am also using cs_havana assets.


    In de_mirage Valve used displacments for the smooth look and overlays.My theme is Havana which has really weird colours like

    [Blocked Image: https://farm8.staticflickr.com/7365/13148627965_cc454e94c9_h.jpg]also many arches.That's why i am actually keeping the arches low poly because i'll have them almost everywhere and not everyone has a powerful PC.Of-course when i'm done with the map and the optimization allows me to add more polys i'll redo the arches.


    [Blocked Image: https://farm3.staticflickr.com/2835/13608056924_bb6c7e1d42_b.jpg][Blocked Image: https://farm4.staticflickr.com/3953/15421753858_d44255f03b_b.jpg]

    [Blocked Image: https://farm6.staticflickr.com/5447/9630529972_8d5e44baf3_b.jpg]


    I'll probably make for every texture a normal map so it looks less "brushy"

  • FMPONE
    • January 5, 2015 at 10:50 PM
    • #56

    Compare the amount of visual noise in your photographs to your ingame textures, that's one of the big sources of my complaints I guess. It's all rather simple colors, not much surface detail, unlike your in-game, and that hurts the visuals IMO. Having so much surface detail on the textures also draws a lot of attention to the low poly arches, etc because of the tiling of the noise.

  • Lajron
    • January 5, 2015 at 11:00 PM
    • #57

    Oh ok so you think i should stick with the basic colours but most people know havana as an old place tho they paint it every year so it attracts tourists.


    I guess you would prefer this colours ?


    [Blocked Image: http://i.imgur.com/wW9kQ3O.png]

  • FMPONE
    • January 5, 2015 at 11:14 PM
    • #58

    Even those textures look noisey. For now, I would work with completely solid colors, and then add very subtle noise to them later on. The reason I say that is that less is really more, because CS:GO's lighting engine is very beautiful with minimalist styles, and also because players will very much appreciate the solidity of the surfaces. Adding more noise is easy, working with a reduced level of noise is difficult and will ultimately produce a more pleasing end result (TF2 kind of look, but more realistic). If you really reduce the amount of noise on textures you will see how you will need to be more careful about which details you do use, because they will become very strong and important, and more impressive visually.


    This may sound like a crazy suggestion, but in my experience this is the better art style for CS:GO, and I already think it would improve your work a lot on this map. Mirage is a good example of how to use solid color effectively, Season also does it but it won't be as helpful to you since it's scientific/futuristic.


    tl;dr: as long as you get the correct color tone, it's very easy to add almost transparent levels of dirt and detail for realism. So just use solid colors for now.


    [Blocked Image: http://cs.ingame.de/files/2014/09/de_mirage.jpg]

    [Blocked Image: http://bnetus-a.akamaihd.net/overwatch/static/media/screenshot/hanzo-screenshot-001.1Cg4W.jpg][Blocked Image: http://img2.wikia.nocookie.net/__cb20090324200818/half-life/en/images/5/5d/Hydro_concept1.jpg]

    [Blocked Image: http://www.artistsnetwork.com/wp-content/uploads/2011/03/tam_jun10_stussidemo1.jpg]


    yes you will need to go back and re-imagine some of your buildings, but you will be doing so in order to pursue a more effective + visually pleasing style.

  • Vaya
    • January 14, 2015 at 12:05 PM
    • #59

    Dont know if you saw my message in the playtest but don't worry about the speed of the door opening.


    Valve decided to tie it to tickrate for some reason. same issue exists on 128t nuke etc.

  • Lajron
    • January 14, 2015 at 2:54 PM
    • #60
    Quote from Vaya

    Dont know if you saw my message in the playtest but don't worry about the speed of the door opening.


    Valve decided to tie it to tickrate for some reason. same issue exists on 128t nuke etc.

    I actually didn't notice anything wrong with the door but the door is crucial for better gameplay.

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