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[CS:GO] [WIP] de_earlywarning

  • SamCom
  • February 18, 2015 at 8:13 AM
  • SamCom
    • February 18, 2015 at 8:13 AM
    • #1

    A defuse map set at a snowy Arctic early warning radar station.


    Workshop Link

    Been running it with bots, but now I think I need the opinions of human players. Afraid it might be a little too easy for Ts to win currently, but again, can't really tell with bots.


    Detailing as I go, which I will probably regret.


    Try it out and let me know if anything jumps out as crazy, and if it is as T weighted as I suspect.

    I have made a clipping pass or two, so if there are any jumping out points I missed, let me know.


    [Blocked Image: http://i.imgur.com/agD3A8a.jpg]


    [Blocked Image: http://i.imgur.com/YfhG2Rq.jpg]


    [Blocked Image: http://i.imgur.com/Ir3aWQ0.jpg]


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


    [Blocked Image: http://i.imgur.com/ddE9ABn.jpg]


    [Blocked Image: http://i.imgur.com/Afy1w75.jpg]


    [Blocked Image: http://i.imgur.com/rnn7yyM.jpg]


    [Blocked Image: http://i.imgur.com/xPv4Q7u.jpg]

  • 8bit
    • February 19, 2015 at 12:58 AM
    • #2

    Looking good but I gotta say that imo, a good artic station is the one covered with snow together with snow winds and icycles on roofs. Every crate/cover needs to have snow on them imo.


    Some reference pictures:

    http://trilliumarchitects.typepad.com/.a/6a0120a7b79…c7941f1b970c-pi
    http://a.abcnews.com/images/US/AP_s…16_3x2_1600.jpg
    http://assets.inhabitat.com/wp-content/blo…ter-537x387.jpg

  • SamCom
    • February 19, 2015 at 8:05 AM
    • #3
    Quote from 8bit

    Looking good but I gotta say that imo, a good artic station is the one covered with snow together with snow winds and icycles on roofs. Every crate/cover needs to have snow on them imo.


    Thanks! I agree on more snow. Still very early on art, and if I want to go full out snow covered, will probably take a ton of custom assets, since the only snow assets I've seen are for cs_office, and they're sparse.


    B Bombsite is close to what I'm aiming for, art wise, but could always be more snow.


    Also, updated Workshop entry with changes:


    - Moved up CT spawns- Moved back T spawns- Added more cover to B site approaches, split main entry into low and high- Added large pillar in CT pit to break up low mid sightline.- Major changes to A site to reduce crazy sightlines: * Closed off drop T entry * Shrank bomb placement zone * Low mid now goes low and high onto new widened balcony- Crates, crates everywhere. Before of A:[Blocked Image: http://i.imgur.com/b3GRQeE.jpg] [Blocked Image: http://i.imgur.com/7QkGb5Q.jpg] - Sightlines - too long and too many. CTs got tore up trying to retake.- Not enough cover.- Bottom retake path was a death trap, no option but to charge out. The fix: splitting the lower path so it could either go straight out, or up onto the widened balcony.Lots of cover. After:[Blocked Image: http://i.imgur.com/kM61ASa.jpg] [Blocked Image: http://i.imgur.com/Y2bFxmN.jpg][Blocked Image: http://i.imgur.com/tcy9Fzo.jpg] I feel like I might be asking for trouble with players being able to jump on the trailer and cover behind that wall, but they are sitting ducks if someone comes long. I do feel like A's a more interesting choice now.

  • ElectroSheep
    • February 19, 2015 at 8:55 AM
    • #4

    Ho I like some of your building. Do you have any references ?

  • El Moroes
    • February 19, 2015 at 9:06 AM
    • #5

    It reminds me some cool multiplayer maps from CoD Black Ops.
    If you didn't, you can take a look on these maps, I'm sure you'll find some inspiration there (Grid or Array).

  • 8bit
    • February 19, 2015 at 8:29 PM
    • #6

    Tested your map just now and it seems ok, mid bit too crowded, I like B site (left of CT), A site bit too crowded, too much cover...

    Keep building on it, looking forward to see what you can do.


    Ah yeah, too many crates for my liking, like almost everywhere.

  • SamCom
    • February 20, 2015 at 1:28 AM
    • #7
    Quote from 3Dnj

    Ho I like some of your building. Do you have any references ?


    Quite a few, have a folder built up of arctic and antarctic stuff, with military installations mixed in. Some highlights:

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

    [Blocked Image: http://i.imgur.com/W09Cujkl.jpg]

    [Blocked Image: http://i.imgur.com/ixMpZo6l.jpg]

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

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

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


    And just spotted this one today, already looks like it's made of brushes :

    [Blocked Image: http://i.imgur.com/L0Ht17Rl.jpg]


    Quote from El Moroes

    It reminds me some cool multiplayer maps from CoD Black Ops.

    If you didn't, you can take a look on these maps, I'm sure you'll find some inspiration there (Grid or Array).


    Funny you should mention that, I binged on Black Ops this weekend and took a bunch of screenshots, so it's definitely an inspiration source.


    Quote from 8bit

    Tested your map just now and it seems ok, mid bit too crowded, I like B site (left of CT), A site bit too crowded, too much cover...

    Keep building on it, looking forward to see what you can do.


    Ah yeah, too many crates for my liking, like almost everywhere.

    Thanks, good points. Going to try and uncrowd A, but a lot of that cover is blocking sightlines, at least that was the intention.


    Too many crates? But what about my time to crate score? But seriously, there are too many. They make for such nice Insta-Cover, even though I have to manually clip props since the AI pathing likes to pretend they're not there. I'll be going back and converting crates into more interesting props or adding architectual features to buildings that offer the same cover.

  • El Moroes
    • February 20, 2015 at 9:21 AM
    • #8

    Fuck I love this thematic !

  • 8bit
    • February 20, 2015 at 9:47 PM
    • #9
    Quote from SamCom

    Thanks, good points. Going to try and uncrowd A, but a lot of that cover is blocking sightlines, at least that was the intention.


    Too many crates? But what about my time to crate score? But seriously, there are too many. They make for such nice Insta-Cover, even though I have to manually clip props since the AI pathing likes to pretend they're not there. I'll be going back and converting crates into more interesting props or adding architectual features to buildings that offer the same cover.


    Yeah, implementing cover into buildings is the way to go, it's 2015 for crying out loud! . I'd go as far as to say that only bombsites should have crates in them and the rest of the map should be detailed gloriousness

  • SamCom
    • February 22, 2015 at 7:08 AM
    • #10

    Workshop file updated, mostly a pass on the visuals, mid gets a roof and some lights.


    [Blocked Image: http://i.imgur.com/E0r2XV7.jpg]

    [Blocked Image: http://i.imgur.com/Ioe6aUx.jpg]

    [Blocked Image: http://i.imgur.com/Wu0wSiq.jpg]

  • SamCom
    • February 24, 2015 at 5:41 AM
    • #11

    Updated the workshop file again, dev textures have been replaced, more visuals work.

    Kind of at a point where I'm just fiddling with it, so I signed up for the MapCore playtest, woo!


    Updated overhead:

    [Blocked Image: http://i.imgur.com/x9aQTEs.jpg]

  • 8bit
    • February 24, 2015 at 7:20 AM
    • #12

    Pm sent SamCom

  • SamCom
    • February 27, 2015 at 7:39 AM
    • #13

    Updated the workshop file:

    - Added new entry to A- Cover and arrangement in A adjusted- Replaced a number of crates with new features.- Number of smaller changes.

    Thanks to 8bit for the suggestions!


    Workshop Link

  • 8bit
    • February 27, 2015 at 11:27 AM
    • #14

    Hmm, I think you misinterpret what I meant over pm. The extra passage you added now sort of nullifies the original entrance. I'd add two closed doors at new passage, make them spammable and add something like in the pictures below instead (pictures 1 to 3).


    The door in picture 1 closest to T spawn, you could open up the interior to give T's more room to maneuver in. Opened up sort of like the interior in de_mirage, right before exiting palace @ A site.

    The 4th picture though, it might be too powerful for T's to give, a catwalk looking over A site.


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

    [Blocked Image: http://i.imgur.com/ZlWB2IB.jpg]

    [Blocked Image: http://i.imgur.com/TPoZ1cv.jpg]

  • SamCom
    • February 27, 2015 at 4:33 PM
    • #15

    Sorry, I should have been clearer, I hadn't had a chance to try exactly what you suggested, I understand that you were talking about that overhead catwalk, I wanted to try just reopening the passage I closed earlier and see how that played out.

    Thank you for the screenshots, that helps a lot, actually.

    I agree it's probably too open again, and I like the idea of adding a door so Ts can still run past and use the other route to A without CTs getting a free shot at them. I kind of like the balcony, you'd get sort of a sniper duel going with the CT sniper perch.

    I'll take another crack at it.

  • unremarkable player
    • February 28, 2015 at 2:22 PM
    • #16

    Just initial thoughts with regards to the layout - bomb sites seem to be a little isolated from one another, making it difficult for Ts to rotate to either site. Typically, CS:GO maps follow a 3-lane layout, middle, B and A, with one of those sites having an extra entrance for Ts or both teams to use (pretty much the winning formula for the most popular maps). I don't know how it plays out, but your mid rotation is potentially a little too close to the CT side and a little too easy for them to control. Each site has only 1 T entrance which could make it difficult for them to access.


    Good effort so far, some more details, maybe some paths edits, even additional of a non-traversable mid (windows) could be good for early picks. There's issues with the displacements near A site when going from T spawn, you can get stuck on a few if you're walking up hill. Think about adding a player clip on the hill, or fixing the rocky bits.

  • SamCom
    • March 1, 2015 at 6:29 PM
    • #17

    Updated on the work shop again!


    Workshop Link


    Added 8bit's suggested path to A, and lots of small tweaks, as usual.


    New layout:

    [Blocked Image: http://i.imgur.com/agD3A8a.jpg]


    Quote from 8bit

    Hmm, I think you misinterpret what I meant over pm. The extra passage you added now sort of nullifies the original entrance. I'd add two closed doors at new passage, make them spammable and add something like in the pictures below instead (pictures 1 to 3).


    The door in picture 1 closest to T spawn, you could open up the interior to give T's more room to maneuver in. Opened up sort of like the interior in de_mirage, right before exiting palace @ A site.

    The 4th picture though, it might be too powerful for T's to give, a catwalk looking over A site.


    <pic snip>

    Display More

    8bit, pics 1-3 are in the workshop build now. Only tried with bots, as usual, but I like it so far:


    [Blocked Image: http://i.imgur.com/zJks4qQ.jpg]


    [Blocked Image: http://i.imgur.com/N6pIYLd.jpg]


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


    Quote from unremarkable player

    Just initial thoughts with regards to the layout - bomb sites seem to be a little isolated from one another, making it difficult for Ts to rotate to either site. Typically, CS:GO maps follow a 3-lane layout, middle, B and A, with one of those sites having an extra entrance for Ts or both teams to use (pretty much the winning formula for the most popular maps). I don't know how it plays out, but your mid rotation is potentially a little too close to the CT side and a little too easy for them to control. Each site has only 1 T entrance which could make it difficult for them to access.


    Good effort so far, some more details, maybe some paths edits, even additional of a non-traversable mid (windows) could be good for early picks. There's issues with the displacements near A site when going from T spawn, you can get stuck on a few if you're walking up hill. Think about adding a player clip on the hill, or fixing the rocky bits.

    Thanks for taking a look!

    The distance between bomb sites had been common feedback, but the result seems to be making it easier for Ts, since CTs can end up a ways away from the sites. Moving the bomb sites will be messy at this stage, but it's still on the table. Maybe the playtest next weekend will clear it up.

    And I've smoothed out that A displacement, hopefully that fixed that bit.

  • SamCom
    • March 8, 2015 at 11:31 PM
    • #18

    Attempted a more dramatic change for the playtest, moving B closer to the CT spawn, and blocking off the right hand side of the map:


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


    I don't think it was successful.

    The idea was to cut down on people being lost, and make rotation shorter, but it just made B a terrible/impossible choice for Ts, and made the map very CT sided.

    Not exactly sure where to go from here. There needs to be another route to B, and A is somehow both too cluttered, but not enough cover for planting.

  • Muffin
    • March 8, 2015 at 11:58 PM
    • #19

    If you are going to make b that close to CT spawn, give T's..

    1: Upper ground

    2: Lots of entrances

    3:Easy way to fake

    That should make up for how close B is. But I honestly liked the old version

    And the map kind of looks really simple too with this change.

  • Mvllsk
    • March 9, 2015 at 12:13 AM
    • #20

    I liked the map and especially the levels of elevation, but there are a few concerns I have:


    [Blocked Image: https://i.imgur.com/1WBysaT.jpg]


    Yellow/Green: Remove the second path mid, make it an alternative rotation route for A. This should allow rotations to be done much quicker and also enable CTs that are pushing A site to flank. Currently, A is a very passive spot to play, held mostly from mid and the window.

    Red: Add a sight cover or a roof or something for the Ts to be covered from window. There are just way too many places you have to look, especially window and ramp. The container could be flipped to adjust for such a change to hope up the line of sight behind the red area. Also add a box or something to land on for CTs that hop out of window into A site.


    Yellow/Orange: Add aditional paths for B. Currently, holding mid cuts off B completely.

    Blue: Move CT spawn back a bit, but only if a fall damage cancel option is added for the window room to accomendate A rushes.

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