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[CS:GO] de_whitmoore

  • DooM
  • November 21, 2014 at 11:48 PM
  • DooM
    • November 21, 2014 at 11:48 PM
    • #1
    Quote

    Hello, here is my map de_whitmoore, I'm looking for some suggestions/feedback. I currently cannot get the steam workshop to work, so I will try to attach the .bsp.


    A bombsite:

    [Blocked Image: http://i.imgur.com/0RHfb8m.jpg]


    B bombsite:

    [Blocked Image: http://i.imgur.com/5C6O9Zd.jpg]


    Mid:

    [Blocked Image: http://i.imgur.com/TQavIT1.jpg]


    Overview:

    [Blocked Image: http://i.imgur.com/Jm2YJ3w.png]


    I am currently working on:

    Gameplay: Most important, Timings still feel odd on mid.

    Theme (European architecture, like Warsaw's old town)


    Thank you for reading this post.


    (I'd also really like to thank all that play-tested an earlier version of the map.)

    Display More

    Update: 06/12/14


    Hello, I put some extra time into game play and layout. Now the map looks completely different, as I pretty much just used some ideas from the old map but reworked them into a better layout. I have also changed the name to de_euro.

    Workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=351681459

    A site:

    [Blocked Image: http://i.imgur.com/hycH34r.jpg]

    B site:

    [Blocked Image: http://i.imgur.com/liDIx4E.jpg]

    Middle:

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

    Ct spawn:

    [Blocked Image: http://i.imgur.com/uOZYyh2.jpg]


    Things I'm working on:

    Game-play

    Trying to work out what I'm going to detail (what buildings etc)


    Thanks for reading!

  • Parkcityfan
    • November 22, 2014 at 1:36 AM
    • #2

    Have you read the Workshop blog about the new way to upload maps?

  • DooM
    • November 22, 2014 at 10:56 AM
    • #3
    Quote from Parkcityfan

    Have you read the Workshop blog about the new way to upload maps?

    Oh sounds interesting, thanks for the heads up! I will have a look at it now.

  • Nakroma
    • November 22, 2014 at 11:14 AM
    • #4

    Well, it wouldn't work anyway.

    Theres a bug currently where you can't subscribe to new maps because they are "considered for the next operation". Very annoying.


    On the map:

    It reminds me a lot of dust2, mainly because its so simple. That sounds mabye a bit strange, but add something own maybe, something that people remember when playing on your map (e.g. Inferno banana, Nuke vents/A site, Mirage mid etc)

  • TheGuma
    • November 22, 2014 at 11:46 AM
    • #5

    My suggestion would be to change the maps name.

    I don't find long names like Black Gold or Whitmoore particularly interesting mainly due to their length.


    Shorter names could work, even de_warsaw would be a better choice. It has to be simple, portray the map well and sound interesting.

  • Nexusdog
    • November 22, 2014 at 11:53 AM
    • #6

    Hey mate, got a few questions for you - none are in any way critical of your work, just interested in how you plan & stuff.


    Caveat* (Needs more variety with vertical height on some of those buildings at some point)


    • What reference picture would you choose to best show what you want your map to look like?
    • Which map does your own currently play like, in general?
    • Which areas of your map are you excited about?
    • Which areas of your map have you struggled with?
    • Which maps were your inspiration for your project?

    Cheers mate, thanks for sharing & hope project goes well for you.

  • Parkcityfan
    • November 22, 2014 at 12:00 PM
    • #7

    You can still subscribe to the maps, you don't have to go through the voting queue. Just go to the workshop section, then go to browse, then maps. It is the old layout for subscribing to maps. It just takes a little bit of poking around.

  • DooM
    • November 22, 2014 at 2:19 PM
    • #8
    Quote from Nexusdog

    Hey mate, got a few questions for you - none are in any way critical of your work, just interested in how you plan & stuff.


    Caveat* (Needs more variety with vertical height on some of those buildings at some point)


    • What reference picture would you choose to best show what you want your map to look like?
    • Which map does your own currently play like, in general?
    • Which areas of your map are you excited about?
    • Which areas of your map have you struggled with?
    • Which maps were your inspiration for your project?

    Cheers mate, thanks for sharing & hope project goes well for you


    This reference is what I want my map to look like:

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


    Plays most like Dust 2 really, I want to change it so it feels different and not so death-matchy.


    I'm most excited about the bombsites.


    I struggled most with timings and middle as it's really hard to judge how to make middle play, as I think the layout of middle can make or break a map.


    Dust 2 is easily my biggest inspiration, mirage and a little sprinkling of inferno.


    Thanks for the questions, they've really helped me think about where this map is going.

  • DooM
    • November 22, 2014 at 2:20 PM
    • #9
    Quote from TheGuma

    My suggestion would be to change the maps name.

    I don't find long names like Black Gold or Whitmoore particularly interesting mainly due to their length.


    Shorter names could work, even de_warsaw would be a better choice. It has to be simple, portray the map well and sound interesting.

    Thanks for the input!

  • Nexusdog
    • November 22, 2014 at 4:13 PM
    • #10

    Well now, that's got some nice architecture in that pic. I did a bit of google fu & found some interesting stuff - may interest you, may be interesting? I didn't see many pics showing a variety of scenery or street layouts, though these were quite good.


    [Blocked Image: http://i.gyazo.com/1d34aed91903bd7670315edb40bef68b.png]


    [Blocked Image: http://i.gyazo.com/34fb953dfce557854bf3358fc5b7c17d.png]


    [Blocked Image: http://www.mightytraveliers.com/wp-content/uploads/2014/10/kleinseite-prag.jpg]


    [Blocked Image: http://www.geo.de/reisen/community/bild/regular/440128/Prager-Kneipe-auf-der-Kleinseite.jpg]


    [Blocked Image: http://cruise-prague.paluba.eu/wp-content/uploads/moldaufahrt-01.jpg]


    [Blocked Image: http://i.gyazo.com/6d9a2dd75b0dc4a483c477858aca056b.png]

  • DooM
    • November 22, 2014 at 4:57 PM
    • #11
    Quote from Nexusdog

    Well now, that's got some nice architecture in that pic. I did a bit of google fu & found some interesting stuff - may interest you, may be interesting? I didn't see many pics showing a variety of scenery or street layouts, though these were quite good.


    [Blocked Image: http://i.gyazo.com/1d34aed91903bd7670315edb40bef68b.png]


    [Blocked Image: http://i.gyazo.com/34fb953dfce557854bf3358fc5b7c17d.png]


    [Blocked Image: http://www.mightytraveliers.com/wp-content/uploads/2014/10/kleinseite-prag.jpg]


    [Blocked Image: http://www.geo.de/reisen/community/bild/regular/440128/Prager-Kneipe-auf-der-Kleinseite.jpg]


    [Blocked Image: http://cruise-prague.paluba.eu/wp-content/uploads/moldaufahrt-01.jpg]


    [Blocked Image: http://i.gyazo.com/6d9a2dd75b0dc4a483c477858aca056b.png]

    Display More

    Holy... Thanks for the images! Yeah the streets always seem either very wide or quite narrow, anyway thanks!

  • DooM
    • December 6, 2014 at 4:16 PM
    • #12

    Huge update! Check the OP.

  • Nakroma
    • December 6, 2014 at 4:53 PM
    • #13

    Nice, looks a lot better then in the playtesting session. B looks great (altough I kinda liked the minipit), mid looks also really good.

    Did you do anything to the huge long door corridor?

  • DooM
    • December 6, 2014 at 6:04 PM
    • #14
    Quote from Nakroma

    Nice, looks a lot better then in the playtesting session. B looks great (altough I kinda liked the minipit), mid looks also really good.

    Did you do anything to the huge long door corridor?

    Yeah I split it up a bit, I feel it still needs work though

  • TheGuma
    • December 6, 2014 at 9:04 PM
    • #15

    Huge improvements! I like the way you are going with the theme, however, try to stick a little bit "away" from Italy and Inferno themes.

  • DooM
    • December 6, 2014 at 10:56 PM
    • #16
    Quote from TheGuma

    Huge improvements! I like the way you are going with the theme, however, try to stick a little bit "away" from Italy and Inferno themes.

    Yeah I hope to get the map to look more like the reference images posted earlier. Thanks for the input!

  • Mvllsk
    • December 7, 2014 at 12:36 PM
    • #17

    I'm just happy that you added the balcony to mid ^__^

    Just one suggestion: Move the stairs for T mid/balcony either slightly to the left (with the entrance) or flip them.
    At the moment, Ts that go up the stairs are completely exposed and mid feels a bit too beneficial for CTs.

  • DooM
    • December 7, 2014 at 5:24 PM
    • #18
    Quote from Mvllsk

    I'm just happy that you added the balcony to mid ^__^

    Just one suggestion: Move the stairs for T mid/balcony either slightly to the left (with the entrance) or flip them.

    At the moment, Ts that go up the stairs are completely exposed and mid feels a bit too beneficial for CTs.

    I was thinking of moving them to be more where you come out of the other doorway to mid (t side) with the stairs facing the same direction, so the room is just flat but with stairs outside and metal maybe. Also was that your suggestion? If it was, great suggestion! I originally had it as three windows but I felt Ts couldn't rush.

  • Mvllsk
    • December 7, 2014 at 11:48 PM
    • #19

    Yea, I'd suggest moving it towards the exit from T spawn anyways because currently CTs approach mid several seconds faster than Ts.


    Actually I have a few ideas. Keep in mind these are only suggestions.

    I visualized everything to make it easier to explain. Please open this image along with the text below.


    All times are the rounded average of several attempts. I categorized "left" and "right" spawn points and took pure running time with a knife from both areas.


    Currently, Ts need 10 seconds to approach the staircase [a] (depending on their spawn +/- 1 second, assuming they use the respectively fastest route) while CTs that spawn to the right only need 5 to CT Mid . Also when jumping through the windows, CTs can get to the T mid house windows [c] via the vines just as fast as T would enter the room via the stairs (~12 secs) and they get to the opposite corner in mid [d] at the same time Ts would get to the entrance [a].

    Move the stairs as you mentioned slightly towards the side (red).

    Naturally, you could suggest to move T spawn closer but that would screw with the bombsite timing. As you can see, bombsite A has actually solid time difference. The issue with mid is also seen in B site. My first suggestion is therefore to move CT spawn slightly closer to the long corridor towards A (I will explain the reasoning to shorten the actually perfect time towards A in a bit) and move the area that connects mid and CT spawn slightly towards B so CTs cannot shoot from CT towards T mid house and also have 2 more seconds of a delay. This wont affect any other rotation timing.


    Then, open up the entrance into B at B1 by cutting away the marked corner so it's no longer such a hard choke point. Then give Ts another entrance via a window or door at B long. The exit of it shouldnt be too far into the bomb site so CTs can still control both chokes from the B2 area but may no longer stack at the corners of B1. I can understand that you might have wanted a single entrance bomb site like B on dust2 for example. The issue for that theory would be that your map doesnt play like dust2. The mid area is way less accessible than dust2 and the rotation through mid is a lot longer for Ts. I therefore recommend two entrances for Ts into B but assuring both entrances are balanced and the one being a choke point just like A. No worries though, in theory, the bombsites shouldnt feel the same. B has still much shorter rotation times for CTs from mid and can also be easily pushed from behind by CTs that push through mid towards the T entrance to B.


    A is much more isolated. You did change the long corridor, but I still feel like the bomb spot doesnt allow for too many moves for Ts. The corridor at A1 is very open, but that is okay. But currently, as a T, you cannot really support A1 from the squeeky A3. I therefore suggest adding a high ground to the purple marked area at A3 that can look above the door but not into the rest of the bombsite. Also you might wanna consider expanding the bombsite a bit by adding more corners and allowing for more strategic play and cover for both CTs and Ts. So the reason we move CT spawn towards A is not only to make the times towards B and Mid slightly more balanced, but also to assure that CTs can take positions in A as it is, opposed to B, a very closed in bomb spot.


    Last idea would be adding a connector (green) for Ts for slightly faster rotation times from mid to A. This will not affect early plays too much but assures that Ts can show mid (retreive bomb, etc.) within the last 30 seconds and not automatically assure CTs that they will have to go for a B push.

    The map might now feel a lot like Cache. A is compareable with A on Cache and for B it's the same but it should still be a very unique layout with interesting ideas that I hopefully could improve a bit.

    E: I might have misplaced the spawns in the image a bit but you should see which ones I talk about.

  • DooM
    • December 8, 2014 at 1:21 PM
    • #20
    Quote from Mvllsk

    Yea, I'd suggest moving it towards the exit from T spawn anyways because currently CTs approach mid several seconds faster than Ts.


    Actually I have a few ideas. Keep in mind these are only suggestions.

    I visualized everything to make it easier to explain. Please open this image along with the text below.


    All times are the rounded average of several attempts. I categorized "left" and "right" spawn points and took pure running time with a knife from both areas.


    Currently, Ts need 10 seconds to approach the staircase [a] (depending on their spawn +/- 1 second, assuming they use the respectively fastest route) while CTs that spawn to the right only need 5 to CT Mid . Also when jumping through the windows, CTs can get to the T mid house windows [c] via the vines just as fast as T would enter the room via the stairs (~12 secs) and they get to the opposite corner in mid [d] at the same time Ts would get to the entrance [a].

    Move the stairs as you mentioned slightly towards the side (red).

    Naturally, you could suggest to move T spawn closer but that would screw with the bombsite timing. As you can see, bombsite A has actually solid time difference. The issue with mid is also seen in B site. My first suggestion is therefore to move CT spawn slightly closer to the long corridor towards A (I will explain the reasoning to shorten the actually perfect time towards A in a bit) and move the area that connects mid and CT spawn slightly towards B so CTs cannot shoot from CT towards T mid house and also have 2 more seconds of a delay. This wont affect any other rotation timing.


    Then, open up the entrance into B at B1 by cutting away the marked corner so it's no longer such a hard choke point. Then give Ts another entrance via a window or door at B long. The exit of it shouldnt be too far into the bomb site so CTs can still control both chokes from the B2 area but may no longer stack at the corners of B1. I can understand that you might have wanted a single entrance bomb site like B on dust2 for example. The issue for that theory would be that your map doesnt play like dust2. The mid area is way less accessible than dust2 and the rotation through mid is a lot longer for Ts. I therefore recommend two entrances for Ts into B but assuring both entrances are balanced and the one being a choke point just like A. No worries though, in theory, the bombsites shouldnt feel the same. B has still much shorter rotation times for CTs from mid and can also be easily pushed from behind by CTs that push through mid towards the T entrance to B.


    A is much more isolated. You did change the long corridor, but I still feel like the bomb spot doesnt allow for too many moves for Ts. The corridor at A1 is very open, but that is okay. But currently, as a T, you cannot really support A1 from the squeeky A3. I therefore suggest adding a high ground to the purple marked area at A3 that can look above the door but not into the rest of the bombsite. Also you might wanna consider expanding the bombsite a bit by adding more corners and allowing for more strategic play and cover for both CTs and Ts. So the reason we move CT spawn towards A is not only to make the times towards B and Mid slightly more balanced, but also to assure that CTs can take positions in A as it is, opposed to B, a very closed in bomb spot.


    Last idea would be adding a connector (green) for Ts for slightly faster rotation times from mid to A. This will not affect early plays too much but assures that Ts can show mid (retreive bomb, etc.) within the last 30 seconds and not automatically assure CTs that they will have to go for a B push.

    The map might now feel a lot like Cache. A is compareable with A on Cache and for B it's the same but it should still be a very unique layout with interesting ideas that I hopefully could improve a bit.

    E: I might have misplaced the spawns in the image a bit but you should see which ones I talk about.

    Display More

    Great feedback! I moved the stairs last night to be something more like this:

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

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