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CS:GO - de_paradise

  • Nakroma
  • November 18, 2014 at 12:30 PM
  • Nakroma
    • November 18, 2014 at 12:30 PM
    • #1

    Hey,


    Introduction

    Since ~3 months im now working on my second (the first one I scrapped fast tho) map.

    The background story is, the government has a secret nuclear facility built on a small island, and terrorists have 2 goals:

    A) To blow up the bomb storage (tarned as a abandoned farm)

    B) To blow up the bomb facility that is hidden in the mountains

    BTW the spots are switched on the screenshots, I'll change that somewhat later.


    A bit of map theory:

    A (the barn) is supposed to be a big site, in which aim, nades and slow play are encouraged.

    The site is quite easy to hold for CT's since there are only 3 entrances (2 main, 1 more like a spot, like the nuke squeaky door) and they are all easily smokeable and in general easy to watch. The terrorists tho can take it slow and concentrate on taking the site since the CT's have long rotation ways. (Thus balancing easy hold with time for the T's).

    B (the facility) is a CQC site with a lot of spots where the CT's can be, but easily rushable/nadeable for the T's especially since they have a height advantage.

    To balance this, the rotation time for the CT's is really short, so if the T's don't hurry up they'll get punished for it.

    My hope is that the 2 sites give different strategies a possibility (Slow taking, sniping, being calm and patient <-> Rushing, nading as a team (e.g. communicating where to throw smokes, molotovs and nades), suprising the enemie).

    The mid is something that may look a bit strange to most of you, T's actually arrive first on it, opposed to most mids where CT's have the advantage. But the rotation ways are very laid back and the CT's have a choice of playing defensive or aggressive (back or front rafter).

    Thus, I only tested this map with a few friends who are not really the best choice for balance testing, so maybe the whole wall of text is bullshit, but at least I hope it turns out this way.


    Ignore all above, I decided to rebuild the map


    Overview


    A site:


    Mid:


    B site:

  • Nakroma
    • November 28, 2014 at 9:00 PM
    • #2

    You can download the first public version of the map now, here:

    http://steamcommunity.com/sharedfiles/fi…s/?id=348083613

    There are also better screenshots.


    I know the radar isnt working atm.

    Anyone know how to make the radar map look... like the other radar maps? with the black and white stuff etc? I never quite get it like a real map, and I can't find a tutorial out there.

  • jackophant
    • December 5, 2014 at 4:19 PM
    • #3

    Can't find a csgo radar tutorial? http://bit.ly/1ymD77Q


    Check out 3kliksphilip and topHATTwaffle for hammer tutorials.

  • Nakroma
    • December 5, 2014 at 8:07 PM
    • #4
    Quote from jackophant

    Can't find a csgo radar tutorial? http://bit.ly/1ymD77Q


    Check out 3kliksphilip and topHATTwaffle for hammer tutorials.


    My problem isn't the radar itself. If you download the workshop version there is a radar (I just messed the position data up and was too lazy to fix it the same evening, but its fixed now).

    My problem is that I can't make the radar LOOK like the other ones.


    [Blocked Image: http://cs.ingame.de/files/2013/07/de_cache-review-custom-map-fmpone-1.jpg]


    If you look at the ingame radar, I added the white lines and made the space black and white (sort of) and faded the not playable area a bit out, but it still looks nowwhere as good as for example Cache, or any other map like Nuke, Overpass, Dust2...

  • jackophant
    • December 5, 2014 at 11:21 PM
    • #5

    I beg your pardon, I got the wrong end of the stick. These are final minimaps, there's no point putting much time into them until you have settled on your map. I would imagine this is a final detail, so I wouldn't worry for now. There's no given way to make them look, just what the mapper decided is best. Valve have some very clean ones, and others are a bit more artistic. I wouldn't worry A simple overview made black and white would do fine for play tests.

  • Vaya
    • December 6, 2014 at 10:32 AM
    • #6

    Yeah you probably don't want to spend hours on the minimap just now anyway...if you change the map's layout at all you'd have to start from scratch.

  • Gooby
    • December 7, 2014 at 9:53 PM
    • #7
    Quote from Vaya

    Yeah you probably don't want to spend hours on the minimap just now anyway...if you change the map's layout at all you'd have to start from scratch.


    Nope, I like to save my radar as a "project" file in the editing software im using, so it will save the layers separately, this can be done in like any decent program ( I use paint.net )

  • Vaya
    • December 8, 2014 at 10:40 AM
    • #8

    what's the breakdown of the layers you'd do?


    Using FMPone's radar above as an example would it be:


    -CCCP background image

    - Scanlines

    - Actual map overview

    - Colour mask

    - room outlines

    - grain effect


    ?

    So if you change the layout to a degree the radar needs updated you just need to change the overview and room outline layers?

  • Gooby
    • December 8, 2014 at 11:54 AM
    • #9

    http://www.gamefront.com/files/24665138/market_overview.rar

  • Nakroma
    • December 8, 2014 at 4:09 PM
    • #10

    Thanks for everyone with the radar advices, I'll keep them in mind.


    I just pushed out v9 of my map: http://steamcommunity.com/sharedfiles/fi…s/?id=348083613


    Basicly I clipped A site, you cannot go onto the house and onto the logstorage roof anymore.

    I detailed a lot, most noticeable CT and T spawn, but I detailed B site and B tunnel too.

    I also lowered the B catwalk from feedback from playtesting and moved the crates more in the middle, so you can't access the back of the rafter anymore, cutting deadspace and places to check.

    I added more cover to A: on spot, at the start of the logstorage and in the logstorage itself.

    I fixed the mid bridge and the dried out river.


    But now the most gamechanging updates:

    I widened B connector, this should let the vent feel less claustrophobic and its not a deathtrap anymore.

    I added a vent that leads from B connector to the small dark vent (which is lit now, by the way), giving CT's also a sneaky way to defend/retake the site.

    I also added an mid connector on T-side to long since I feel its needed. I didn't really thought it out well, I just want to see how it affects gameplay at the moment.

  • Nakroma
    • December 22, 2014 at 4:33 PM
    • #11

    After the most recent playtest I realized what monster I have created.

    So I decided to rebuild the map from scratch, playtest it a bit and then focus on a general theme, no castle-factory-outside thingy.


    This is the new overview, I changed sites around and added a few connectors:


    This is the new A site, I added cover in form of the house where you also can plant in, but the general layout is the same:


    I changed middle a lot, a lot less dead space and just changed it in general:


    B site I also changed around. I pretty much deleted the catwalk and made it a "broken down" catwalk. I may have to tweak cover a bit tho:

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