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[CSGO] de_innsbrook

  • onebit
  • January 27, 2015 at 9:41 PM
  • onebit
    • January 27, 2015 at 9:41 PM
    • #1

    Hey guys, look at this!

    [Blocked Image: http://i.imgur.com/g9FriXt.jpg][Blocked Image: http://i.imgur.com/ZYpW62C.jpg][Blocked Image: http://i.imgur.com/KgIcTtr.jpg][Blocked Image: http://i.imgur.com/TFcYZcO.jpg][Blocked Image: http://i.imgur.com/Me0ZHYQ.jpg][Blocked Image: http://i.imgur.com/vWwrCE7.jpg][Blocked Image: http://i.imgur.com/43Umsdd.jpg][Blocked Image: http://i.imgur.com/H4OTo5v.jpg][Blocked Image: http://i.imgur.com/OgJRfpe.jpg]

    [Blocked Image: http://i.imgur.com/78y2F8g.jpg]

    Workshop link

    Also a contest!

    http://www.nielsgade.dk/csgo/

  • Parkcityfan
    • January 28, 2015 at 1:28 AM
    • #2

    I think the layout is pretty innovative, but the visuals... are just so common. I really like the time you took on it though, labeling all the rooms. I just wish it didn't have the same old industry style that all maps seem to have.

  • onebit
    • January 28, 2015 at 4:50 PM
    • #3

    Can't say I disagree, modellers and texturers wanted!

  • El_Exodus
    • January 28, 2015 at 6:24 PM
    • #4

    I remember the playtest. I dislike the tunnel mess around the B site. It's just way too much. Imo you should simplify this.

  • tr0nic
    • January 28, 2015 at 7:41 PM
    • #5

    I remember the playtest as well. I think there was a general consensus that the tunnels were a mess and had to be simplified...

  • Vaya
    • January 28, 2015 at 9:43 PM
    • #6

    I think he has simplified them

  • El_Exodus
    • January 28, 2015 at 9:52 PM
    • #7
    Quote from Vaya

    I think he has simplified them

    [Blocked Image: http://38.media.tumblr.com/a8d217ac92d95d093a94478d22b7f590/tumblr_mpf7gmI9eU1sncj0to1_500.gif]

  • onebit
    • January 29, 2015 at 12:19 AM
    • #8

    I too think I have.

  • jackophant
    • January 30, 2015 at 10:28 AM
    • #9

    I'm with exodus on this, I remember the playtest as well and those tunnels were a maze that didn't offer any real gameplay, just somewhere to get lost.


    It was also the first time general vivi play tested from EU


    There were also a lot of pixel gap camping spots that were highly abusable such as the boundary between "middle" and "shed". The raised platform in the warehouse had a window which CTs could push up to totally unchallenged and fire down at Ts barely being visible.


    I did love that slightly raised metal shutter on the corner of the A bombsite building and "top of mid" (surely just CT mid?)


    Coming back to B again, it looks like the only route to B for CTs is the underpass? otherwise they have to pretty much go via mid? Or through B and up and over? That just seems far too convoluted.


    TLDR, I really quite liked A for it's gameplay. B is way too convoluted and CT sided if Ts have to plant in an exposed pit

  • onebit
    • January 30, 2015 at 6:16 PM
    • #10

    yeah jackophant, I fixed a lot of those issues.

    CT can use underpass to lower B, but they have plenty of time to go through Top of Mid to B. The quickest route to Top of B is actually Underpass to Wall!

    And yes, planting at B is quite the risk, which is why T have two entrances at the Top of B.


    Not sure why the old version is criticized?

  • tr0nic
    • January 30, 2015 at 11:23 PM
    • #11

    We are because old tunnels = current tunnels. I opened the map that we playtested months ago , same exact layout... It wasnt simplified. Bombsite B paths are weirdly shaped, weird angles. Maybe work on that if you dont want to change the layout too much.

  • onebit
    • January 31, 2015 at 4:05 AM
    • #12
    Quote from tr0nic

    We are because old tunnels = current tunnels. I opened the map that we playtested months ago , same exact layout... It wasnt simplified.

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

    Quote from tr0nic

    Bombsite B paths are weirdly shaped, weird angles. Maybe work on that if you dont want to change the layout too much.

    Why does everything have to be 90°?

  • text_fish
    • January 31, 2015 at 8:29 AM
    • #13

    Looks like you just got rid if one tunnel? Or is the overview on the "New" one out of date?


    The thing with mapping is when you're the mapper you have an omniscient knowledge of the layout from the get-go so it can be difficult to understand when other players don't really "get it" straight away. With your intimate knowledge of that area I bet there are all sorts of fun strats you can pull off by using sound and angles to your advantage, but the average player isn't going to give it a second look if he can't get a handle on the area within a few rounds of play.


    I've not played either version of this map, but from the overview it really does look a bit of a crazy rat-maze and to be honest that turns me off downloading it.


    If you ignore such a common criticism you have to do so in the knowledge that your map probably won't get played much.

  • onebit
    • January 31, 2015 at 9:33 AM
    • #14

    I understand the appeal of lane maps, but I don't want this one to be such map.

  • text_fish
    • January 31, 2015 at 9:58 AM
    • #15

    OH, my mistake! It's brilliant then, Volvo pls add.

  • Vaya
    • January 31, 2015 at 10:47 AM
    • #16

    Can't fault onebit for sticking with his vision


    here's to a right-angle less 2015

  • jackophant
    • January 31, 2015 at 12:23 PM
    • #17

    This is getting tedious. Not wanting lots of 90 degree angles is fine, but having a convoluted maze that no-one uses is not the solution. You haven't seen that layout in an official/operatin map not because you're the first to think about it, but because it doesn't work


    That Vietcong level tunnel system offers no tactical pay off. The timings are off, they all lead to the same small square area above or below B. All it does is waste time and make it glaringly obvious that Ts aren't pushing A.


    Not to mention the architecture is entirely unrealistic.


    Below is my cleaner suggestion. I have cut out most of the tunnel system, and the green circled bit is the area you'll want to clean up as I realise they are at different heights.


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


    I'd also suggest tweaking CT underpass. It's a no thrills rail ride straight to B. It's only use is too/from B and it's more or less a straight line, completely useless in a retake as you can be held off from so far away.


    Honestly, people always want to help, but if you are so set in doing your way then fine...


    You're doing things "because you want/feel like it" not based on critical feedback. You've given us a hexagon and told us it's a wheel. We're trying to tell you how to chip the extra edges off to make the circle, but you'd rather just have a hexagon.

  • onebit
    • January 31, 2015 at 12:31 PM
    • #18

    I see your points jackophant, thank you!

  • onebit
    • February 1, 2015 at 2:38 AM
    • #19

    [Blocked Image: http://i.imgur.com/xLU14Hm.jpg]

    I also closed a gate in mid, so CT can hold better.

  • jackophant
    • February 1, 2015 at 4:10 AM
    • #20

    [Blocked Image: https://i.imgur.com/zl8Be3w.gif]

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