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de_ map, don't have a name yet WIP

  • laminutederire
  • May 26, 2015 at 9:30 PM
  • laminutederire
    • May 26, 2015 at 9:30 PM
    • #1

    Hi everyone, this is the first real map I've created and the second project I worked on, as of now map is playable, and before detailing, I think it is wise to have feedback about the layout, this is why I post this here!

    Here's the workshop link with 20 screenshots approximately, don't know if I should post these here too though

    http://steamcommunity.com/sharedfiles/fi…s/?id=449848578

    Thanks in advance!

  • laminutederire
    • May 27, 2015 at 8:30 PM
    • #2

    I fixed the radar, it is now working successfully, sorry for this past inconvenience!

  • Muffin
    • May 28, 2015 at 3:02 AM
    • #3

    post images in the Original Post. It attracts more people and lets them comment on the go!

  • laminutederire
    • May 28, 2015 at 8:39 AM
    • #4
    Quote from Muffin

    post images in the Original Post. It attracts more people and lets them comment on the go!

    Thanks for the advice :)

    here are some:

  • Muffin
    • May 28, 2015 at 3:01 PM
    • #5

    Some of the passageways appear to be very thin, and the bombsites, confusing mazes...

  • laminutederire
    • May 28, 2015 at 3:17 PM
    • #6

    These are just connectors like in houses in inferno, I thought it wouldn't be very disturbing since actual action is not supposed to happen there, and also because you can go past in 2 seconds, but I'll try and widen these. I do want some precision about bombs it's, so as to understand better what I should modify or if I will better off rethinking the whole thing

  • Muffin
    • May 28, 2015 at 11:16 PM
    • #7

    I mean the map isn't confusing, it is actually rather interesting, but remember, bombsites aren't everything, make the connectors and paths attractive as well.

  • st0lve
    • May 29, 2015 at 1:56 AM
    • #8

    It looks like a DOD map...

    Just by looking at the overview, I have no clue how to attack any of the bombsites with only 5 dudes. Or how the hell do you get 5 dudes onto the bombsite without being taken out by a single guy with an AWP.

  • laminutederire
    • May 29, 2015 at 12:17 PM
    • #9
    Quote from st0lve

    It looks like a DOD map...

    Just by looking at the overview, I have no clue how to attack any of the bombsites with only 5 dudes. Or how the hell do you get 5 dudes onto the bombsite without being taken out by a single guy with an AWP.

    I hope that when playing it it seems more obvious how you can play the map (top bombsite might need some work, hence the question marks). Arrows shows how I intented it to play.

    For your other concern, I tried to force Awper to be sniping at exposed spots, like it is "high risk high reward", so it can be put down easily if he is alone. I am however open to suggestions on the matter of how doing this correctly

  • laminutederire
    • May 29, 2015 at 12:29 PM
    • #10

    Muffin is it better and enough like this?

    Before:

    After:

  • Muffin
    • May 29, 2015 at 6:19 PM
    • #11

    Yes...

    i mean if your'e looking at inferno apts for the excuse of thin paths, that's not enough. Look at middle, alt middle, heck even banana! They are all wide enough to pull off nades and have a fair firefight. If it ever happens.

  • laminutederire
    • May 29, 2015 at 7:18 PM
    • #12

    I know but not all paths are narrow, I thought that since narrow passageways disfavor snipers, it could be interesting to balance their vantage points by forcing them not to camp because if they do they would be at a risk. But I may be wrong though. I do have to thank you, between the two screenshots I do prefer a lot more the latter :)

  • st0lve
    • May 30, 2015 at 5:07 AM
    • #13
    Quote from laminutederire

    I am however open to suggestions on the matter of how doing this correctly

    I'm no rulebook, and I don't play a lot of CS:GO (or any games really), but I think 1 wide open path and 1 narrow/smaller path is a good baseline... Just look at most bombsites in the competitive maps, there is usually one wide and one narrow from the T side, and there is probably a reason for this.

  • laminutederire
    • June 6, 2015 at 7:00 PM
    • #14

    Major changes, layout-wise but mostly visually, I tried to reshape the layout in regards of previous feedback, hope it is better. Also I do want to know if the visuals have improved in the good direction, appreciated to have some feedback :)

    here's the link for screenshots: http://imgur.com/a/NaDom

    the link to the map is in the first post :)

    thanks in advance!

    Images

    • 2015-06-01_00025.webp
      • 43.46 kB
      • 1,920 × 1,080
  • blackdog
    • June 8, 2015 at 1:53 PM
    • #15

    Visually I'm sure this can turn out very pretty; but as others said, appears to be too much maze-like. Also the stairs leading into buildings seem too steep.

  • laminutederire
    • June 8, 2015 at 2:51 PM
    • #16
    Quote


    Well I think I'll change some things but I will have to play test it, because bots are behaving weirdly, I mean they only go to one bombsite for example, so real players will help finding some more insight than playing against bot gives. As for stairs I have 1:1 ratio for steps, 20cm wide for 20cm height approximately, which ratio is used?

  • jackophant
    • June 8, 2015 at 3:03 PM
    • #17

    if you're using the same file name but are making large changes to the VMF, you need to generate the NAV again because the bots will be accessing an out of date file. They'll try and run somewhere, but the walls will be stopping them

    open the console and type:

    Code
    nav_generate

    If this doesn't work let me know.

  • laminutederire
    • June 8, 2015 at 3:10 PM
    • #18
    Quote from jackophant

    if you're using the same file name but are making large changes to the VMF, you need to generate the NAV again because the bots will be accessing an out of date file. They'll try and run somewhere, but the walls will be stopping them

    open the console and type:


    Code
    nav_generate

    If this doesn't work let me know.

    I did that but there is still one wall they continually jump on trying to go through it, so I'll have to edit that myself because the auto nav mesh isn't perfect. However, even if they can move perfecty well in one bombsite, they just don't go there for some reason, unless I plant the bomb there, probably because it's a bit further away, like 2 seconds if I remember right. The weirdness of source engine maybe :)

  • jackophant
    • June 8, 2015 at 3:32 PM
    • #19

    Make sure you generate it every time you compile then, it still could be an issue.

    Sometimes bots do go a little crazy and there are micro nav meshes bots try and get to. I noticed that when the mesh if flush with a wall it can sometimes cause the bots to grind against it. Just go around in nav_edit 1 and nav_delete on the offending mesh!

  • laminutederire
    • June 8, 2015 at 4:13 PM
    • #20

    @jackophant thanks :) but I do feel I need to playtest it :) to know what I need to simplify the most :)

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