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[CS:GO] de_carrier

  • borgking
  • March 23, 2015 at 6:47 PM
  • borgking
    • March 23, 2015 at 6:47 PM
    • #1

    [Blocked Image: http://svenmonhof.de/foren/carrier/an_01/elevator.jpg]


    Hi guys, I am working on a new map called "Carrier". As you might allready assume it is placed on an aircraft carrier the terrorists want to sink.

    The layout is very experimental with a very large "mid", but very few actual routes:

    [Blocked Image: http://svenmonhof.de/foren/carrier/an_01/overview.jpg]

    The map is seperated into three layers.

    The flightdeck serves as the t-spawn with no actual fighting or rotation in mind.

    The hangar deck is the middle and houses bombspot A in an munitions storage room.

    The lowest layer houses the ct-spawn at the messhall and the nuclear reactor as bombspot B.


    Both bombspots are supposed to have very different playstyles.

    Bombspot A has only two entrances facing the same direction making it easily defendable for both teams.

    Terrorists have the advantage on the mid, though CTs can defend both entrances to A form their access points.

    Also CTs have a second entrance to mid for retaking A.

    [Blocked Image: http://svenmonhof.de/foren/carrier/an_01/bombspot_a.jpg]

    [Blocked Image: http://svenmonhof.de/foren/carrier/an_01/hangar.jpg]


    Bombspot B on the other hand is a very tight close combat area, featuring three entrances, with two of them in the terrorists hands.

    [Blocked Image: http://svenmonhof.de/foren/carrier/an_01/bombspot_b.jpg]


    Tomorrow I got the opportunity to have the map playtested on the Mapcore playtests. I would like to thank RZL and everyone who makes this playtests possible.

  • El Moroes
    • March 23, 2015 at 8:51 PM
    • #2

    Cool thematic ! Will you make your custom models ?

  • TheGuma
    • March 23, 2015 at 10:00 PM
    • #3

    If we're going for Operation Boat here,

    here's my suggestion.

    You should totally do this theme, I loved that map on BO 2

    [Blocked Image: http://i.ytimg.com/vi/QVJBTc6QKWw/maxresdefault.jpg]

    I can help you out with custom textures, certain assets and brushwork if you want, but unfortunately I'm not that good at modelling.

    Wadd'ya think?

  • Skybex
    • March 23, 2015 at 10:36 PM
    • #4

    After the CTs rescued the hostages on cs_cruise, they took them back to this carrier. But it was all a ruse and they also turned out to be terrorists looking to blow up the carrier!

  • Klems
    • March 23, 2015 at 10:46 PM
    • #5

    Funny cause I also wanted to make a boat map at some point. There's stuff to be done with this theme, like tilting the camera when the bomb explode to simulate the sinking, or adding a helicopter in the skybox ala Aztec for the CTs, or similarly with a smaller boat.
    But to be honest I was just looking for an excuse to put the somali pirates in a map.

  • El_Exodus
    • March 23, 2015 at 11:17 PM
    • #6
    Quote from Skybex

    After the CTs rescued the hostages on cs_cruise, they took them back to this carrier. But it was all a ruse and they also turned out to be terrorists looking to blow up the carrier!

    How does catfoods map fit into the story?

  • TheGuma
    • March 23, 2015 at 11:48 PM
    • #7

    You should add giant motor blades on the side of the carrier to make it flyable AKA

    Helicarrier

    Quote

    I wanna jump on the Operation Boat hype but I'm stuck with Oasis

    *Sigh*

  • unremarkable player
    • March 23, 2015 at 11:54 PM
    • #8

    But alas, the hostages were once and for all rescued by the crew aboard the SSS Buzzard

    [Blocked Image: http://www.leicestermercury.co.uk/images/localworld/ugc-images/275788/Article/images/19418424/4994703.jpg]


    But were they?


    The story continues...

  • Vaya
    • March 24, 2015 at 8:43 AM
    • #9

    Looking forward to the playtest of this one tonight. De_acceleration was great fun to test.

  • Muffin
    • March 24, 2015 at 2:37 PM
    • #10

    Optimization of upper area = o.0

  • jackophant
    • March 24, 2015 at 2:52 PM
    • #11

    depending on how much of it is playable, you could probably, very carefully skybox a lot of it.

  • Vaya
    • March 25, 2015 at 10:14 AM
    • #12

    http://commons.wikimedia.org/wiki/File:US_N…_ammunition.jpg


    Ground level cover isn't a crime


    I would have many less planes and any planes left should have more 'normal' cover around the edge of it to gameplay is less frustrating. The bombsites need more cover and to be a little more interesting- considering the map is on an aircraft carrier you could be blowing up something more interesting than a couple crates- how about a new model of stealth fighter?

  • Demolitions
    • March 25, 2015 at 9:16 PM
    • #13

    Between all the boat maps, and all the recent arctic maps people are making, they are going to have to call the next operation Boats and Snows.

  • kinggambit
    • April 9, 2015 at 2:02 AM
    • #14

    hoooo mai gawd. Operation Boat is real!

    [Blocked Image: http://i.imgur.com/7drHiqr.gif]

  • Vaya
    • April 9, 2015 at 3:31 PM
    • #15

    Had a run around of V2. The new mid/hanger area is going to be really interesting to playtest! I expect a couple >10 second plants on A as it seems like a really fast meet.


    Still not sure about the T approach to B and the bombsite still lacks after-plant cover. Overall though much improved.

  • borgking
    • April 9, 2015 at 3:52 PM
    • #16

    Thanks everyone for the awesome feedback!


    Since today there is another playtest let me share my thoughts about the changes:

    [Blocked Image: http://svenmonhof.de/foren/carrier/an_02/overview.png]

    On the overview there are only two major changes visible:

    1. I moved bombspot A outside of the seperate room into the second hangar.

    Obviously almost never did anyone even get to the spot, so I placed it closer to the actual combat area. Both teams should reach the spot almost at the same time, with the CTs being able to controll the bombspot from their entrance a few seconds before the Ts can arrive.

    2. The route from CT-spawn to B is slightly longer.

    I felt like the CTs could stop the Ts at B too easy at the doorway, so I gave them a little less time to set up.

    [Blocked Image: http://svenmonhof.de/foren/carrier/an_02/bombspotA.jpg]

    [Blocked Image: http://svenmonhof.de/foren/carrier/an_02/mid.jpg]

    As you can see, I reduced the planes to one per hangar. To counter the height advantage of the elevator only the plane on the bombspot is climbable.

    Also I have tried to reduce the legshooting through placing blocks besides and under the planes.

    [Blocked Image: http://svenmonhof.de/foren/carrier/an_02/bombspotB.jpg]

    With bombspot B I lowered the floor under the bombspot, and added Handrails. Also I added some supportbeams on one side and added two crates, as there was the need for cover.

    I increased the size of the windows, so now you can climb through them. I also removed the grate, so now the Ts can enter in silence.

    [Blocked Image: http://svenmonhof.de/foren/carrier/an_02/elevator.jpg]


    Quote from El Moroes

    Cool thematic ! Will you make your custom models ?

    Yes of course


    Quote from TheGuma

    I can help you out with custom textures, certain assets and brushwork if you want, but unfortunately I'm not that good at modelling.
    Wadd'ya think?

    Currently I am working alone, but if I need help I'll let you know. Thanks for the offer anyway.


    Quote from Klems

    Funny cause I also wanted to make a boat map at some point. There's stuff to be done with this theme, like tilting the camera when the bomb explode to simulate the sinking, or adding a helicopter in the skybox ala Aztec for the CTs, or similarly with a smaller boat.
    But to be honest I was just looking for an excuse to put the somali pirates in a map.

    Well, Operation Boat always needs moar boats!


    Quote from TheGuma

    You should add giant motor blades on the side of the carrier to make it flyable AKA

    Helicarrier

    Great idea, but i'll stick to reality.


    Quote from Muffin

    Optimization of upper area = o.0

    Well, that won't be that big of a problem, since most of the flight deck is clipped of. So I can keep most of the deck relativly low-detailed, while from the hangars you cannot see the flightdeck. The only big performance issue will be the elevator, where you can see both the hangar and the flightdeck.


    Quote from Vaya

    http://commons.wikimedia.org/wiki/File:US_N…_ammunition.jpg


    Ground level cover isn't a crime


    I would have many less planes and any planes left should have more 'normal' cover around the edge of it to gameplay is less frustrating. The bombsites need more cover and to be a little more interesting- considering the map is on an aircraft carrier you could be blowing up something more interesting than a couple crates- how about a new model of stealth fighter?

    I have thought about that idea, I might pick it up in one of the next versions

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