Hi,
I'm new to this forum and i wanna say hello to everyone. I'm a french Self-taught beginner in mapping and I try to improve the quicker i can ![]()
Please, excuse me for my english if some isn't correct ( and feel free to notice me about
).
I've changed some things due to feedback from community here and on the workshop, feel free to test it ![]()
So, Let's talk about my first map !
"This is a beta of a map i'm currently working on. It take place on an Oilrig. I'm looking to make il playable competetively and I love to hear from your feedback. I hope you'll send me plenty records of 5v5 played on this one.Also, If you are talented and like this project, i'm looking for some help! I think about model creation, and optimization ( because this version isn't. ) but feel free to contact me if you have any idea that might improve this. See ya in game ;)"
The story of the layout !
I started this layout with only 4 area that were on different height levels. The CT was upper than the 2 bombsites. and the T's were under the 2 bombsite. This is still actual. I wanted to do that because i could make CT go quicker on BP's by a jump, so they will be first on bombsite which is, I guess standard and usefull
. So when a CT choose a bombsite by jumping on IT, they will spend far more time to rotate back to spawn and then the other BP. What I was looking for was to get two rotates from A to B. One from CT like standard map, and one from the T spawn which is now closer by jumping, this one remplacing the standart mid rotate.
The consequence of this choice is a smaller map. that could be really rush fast. I'm not really sure if it is too small or not to competitive play, and i would love your feedbacks about that. I also try to add wallbangs, cause i got the feeling they are dissapearing from counter strike gameplay, and for me, that's a shame ! One consequence of being smaller. I find that it give a much more importance to sound. From my first playtesting on 1v1 and 2v2 ( and also 1v2... ) Players are going for more sneaky and stealth gameplay. ( Yes, they're walking... ).
So you can find this beta map in the workshop if you wanna try it out! I also want to organized 5v5 to playtest in real conditions, so feel free to add me on steam about that.
Because i'm learning to master the hammer editor, i've come with a not optimized map at all. and I am also looking for advice and tips to make it smoother. I've looked a lot of tutorials on optimization about hints etc... I understand how to use it in simple area. but in a area like the one i build, i don't know what is the best way to do it.
Thank you for taking the time to look at this and give me a lot of feedbacks guys ![]()
almost 24/7 de_offshore_beta server : 94.23.203.194:27040
P.S : By the way, here is the link to the workshop page of this f****** map ![]()
http://steamcommunity.com/sharedfiles/fi…archtext=oilrig
And a direct download from google drive ( maybe not updated as fast as the workshop ) :
https://drive.google.com/open?id=0B8AEH…ZZVU&authuser=0
Update One :
- Rebrushing some area to get a solid build
- Change textures a little
- Remove railing props to a superbe simple textured brush.
- Adding lights in area that were to dark
- Change the lower path to B to give more cover to T.
- Add a little plateforme behind the A door.
Update Two :
- Changes the old name "de_oilrig" to the new "de_offshore" because of the old 1.5/1.6 as_oilrig, this awesome VIP map my project was not about ![]()
- Tweek the height of the CT's platform behind B.

