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[WIP] DE_MUROS

  • pB.
  • June 2, 2015 at 6:37 PM
  • pB.
    • June 2, 2015 at 6:37 PM
    • #1

    I've been working on this map for a while now and this is a great excuse to finish it. It is my first 5 vs 5 de_ map so it still needs work.

    Story

    This is going to be a really in depth story with many sub-plots and unexpected turns. I have spent a very long time on this so you better be ready for the awesomeness that this story shall entail. As far as CS maps GO (*budum tish*), this one is the most realistic in terms of realism and story yet. This story will be so amazing that you will literally be blown away with the awesomeness. Anyway, enough with the stalling; It is time to get on with the plot.

    The story take place in an abandoned village in the Alps. The local villagers are sick with tourists ruining their town in the name or tourism so they have decided to blow up the whole town. The logic behind this is only understood by the few foolhardy chickens who still patrol the once busy streets. The Italian Board For The Prevention Of Anti-Tourism Acts Of Terrorism And Cruelty To Chickens (or IBFTPOATAOTACTC for short) has stepped in to put an end to this selfish act. The IBFTPOATAOTACTC must prevent the bomb from exploding in the short window of a round. The terrorists must plant the bomb and if they fail in the given time period, Gaben will give them less money than if they had of planted the bomb. There is a twist to this plot however. For no matter whether they succeed or not, time will be reset and all their efforts will be for nothing. Kinda like a weird version of Ground-hog day. The only way they can win is to perform this act or terrorism successfully 16 time. When, and only when, they have reached this target will the village they have sought so hard to protect be liberated from the relent of the tourists and the reign of the IBFTPOATAOTACTC.

    Whether they achieve this is up to you. Do you choose the righteous path and liberate the village, or do choose the constitutional path and fight for justice. This is your moment to shape history. Act now!

    De_Muros Workshop Link

    Screens

    Overview

    [Blocked Image: http://i.imgur.com/wuT92mj.png]

    [Blocked Image: http://i.imgur.com/XcqyUT5.jpg]

    Other screens:

    Quote

    [Blocked Image: http://i.imgur.com/zHx5fYB.jpg][Blocked Image: http://i.imgur.com/RLTP9T7.jpg][Blocked Image: http://i.imgur.com/RLTP9T7.jpg][Blocked Image: http://i.imgur.com/fEq22qx.jpg][Blocked Image: http://i.imgur.com/PMdTBqF.jpg][Blocked Image: http://i.imgur.com/PBkeLrv.jpg][Blocked Image: http://i.imgur.com/a1cxjSi.jpg][Blocked Image: http://i.imgur.com/9s7AOnf.jpg][Blocked Image: http://i.imgur.com/CP9Pquc.jpg][Blocked Image: http://i.imgur.com/SqIF53W.jpg][Blocked Image: http://i.imgur.com/FJfy1ux.jpg][Blocked Image: http://i.imgur.com/EBB6XkL.jpg][Blocked Image: http://i.imgur.com/PSgR68U.jpg][Blocked Image: http://i.imgur.com/SVEtV40.jpg][Blocked Image: http://i.imgur.com/YVV3EhH.jpg][Blocked Image: http://i.imgur.com/JG2uc3S.jpg][Blocked Image: http://i.imgur.com/qIu5Rrm.jpg][Blocked Image: http://i.imgur.com/GLjqy85.jpg][Blocked Image: http://i.imgur.com/E75y9xP.jpg][Blocked Image: http://i.imgur.com/qqrxPar.jpg][Blocked Image: http://i.imgur.com/ZFWv7WZ.jpg]

    If you have any feedback or recommendations for the map, please let me know .

    GLHF

  • Vaya
    • June 2, 2015 at 7:34 PM
    • #2

    - Very low ceilings. You want the player to be able to fully jump

    -Lots of extreme lighting...one area is brighter than the sun, next is like the dark side of the moon.


    Looks very promising though. would be interesting to playtest.

  • pB.
    • June 5, 2015 at 8:30 PM
    • #3
    Quote from Vaya

    - Very low ceilings. You want the player to be able to fully jump

    -Lots of extreme lighting...one area is brighter than the sun, next is like the dark side of the moon.


    Looks very promising though. would be interesting to playtest.

    I've started fixing these issues as well as other bugs. Thanks a lot for your feedback Vaya

  • Lizard
    • June 5, 2015 at 8:39 PM
    • #4

    This is looking very nice . Keep it up !

  • pB.
    • June 5, 2015 at 8:42 PM
    • #5
    Quote from LizardPL

    This is looking very nice . Keep it up !

    Thanks, will do!

  • pB.
    • June 7, 2015 at 2:42 PM
    • #6

    New version out. The lighting has been changed to be more normal as well as some further detailing.

    If you have any feedback, please just leave a comment.

  • pB.
    • June 9, 2015 at 6:12 PM
    • #7

    Just uploaded another update. A few lighting fixes etc. and some bug fixes.

  • pB.
    • June 14, 2015 at 12:43 PM
    • #8

    Update!

    The bombsites being the wrong way round are now fixed!

  • pB.
    • June 22, 2015 at 10:08 PM
    • #9

    This thread is so lonely :(

  • text_fish
    • June 22, 2015 at 11:34 PM
    • #10
    Quote from pB.

    This thread is so lonely

    I often see people lamenting a lack of feedback. In my experience, slow/nonexistent feedback can be attributed to one or multiple of the following options:

    1) You've not provided ample material (with sufficient info, such as labeling/describing overview features or design choices) for people to comment upon.

    2) Somebody else has already provided all necessary feedback and it hasn't yet been demonstrably acted upon.

    3) The project doesn't provide a sufficient challenge to people's expectations for them to feel they can provide valuable feedback. I.E. it's either "adequate but not remarkable in it's current state" or it's "terrible beyond the point of being savable" (I can assure you just from looking at your screenshots that it's not the latter in this case).

    My advice would be to keep plugging away and updating your thread until somebody finds something to comment upon.

    Just from looking at the overview radar, my initial feedback would be that your paths/routes seem very long and narrow, which will have the effect upon the player of making them feel like they don't have much freedom of movement, and may make timings feel longer than they actually are. You should also label the bombsites and spawns -- I can adequately guess where each team spawns, but I shouldn't have to, and knowing which site is A and B would make it easier for me to provide gameplay feedback if I had any.

  • pB.
    • June 24, 2015 at 10:57 AM
    • #11
    Quote from text_fish

    Just from looking at the overview radar, my initial feedback would be that your paths/routes seem very long and narrow, which will have the effect upon the player of making them feel like they don't have much freedom of movement, and may make timings feel longer than they actually are. You should also label the bombsites and spawns -- I can adequately guess where each team spawns, but I shouldn't have to, and knowing which site is A and B would make it easier for me to provide gameplay feedback if I had any.

    Thanks a lot for your feedback. I have added icons to the radar as well as contact points. Playtesting last night came to the same conclusion as you about the width of the routes. I have started widening them and simplifying other aspects of the map.

    Another issue that was obvious from playtesting was the lighting. I didn't realise how dark some areas of the map were as I forgot that I had fiddles with my graphics card colour options, thus making everything extremely bright for me. I have began to tone down the outside lighting and to increase indoor lighting levels.

    The bombsites are also under change. The wall separating B from the mid connector has been removed, opening up the bombsite, thus making it less awkward. The contact point of A has also been changed from a drop and a ladder to a grassy bank leading up to the site.

    There have also been other changes fixing bugs and exploits such as being able to escape over the outside wall at B as well as clipping on props and detailed brush work.

    Thanks for all the feedback. It is invaluable in making this a better map.

    -pB.

  • pB.
    • June 24, 2015 at 6:57 PM
    • #12
    Quote from Bevielis

    After reading text_fish's post, I can't but feel guilty about not giving feedback. I played the map on yesterday's (June 23) playtest.

    Detailing: the detailing of the map is good enough to be visually appealing to me personally, but it has some major flaws that are bringing it down.

    - There is lack of an unifying theme - your map seems to be a castle theme also implementing the usual Inferno/Italy-like village architecture. While having several contrasting themes that go together well should work, neither of them do, because many of your areas seem to not fully commit to either of them. The result is this seemingly random architecture, that does not feel real or aesthetic, because the themes in the map are mixed, you should fully commit to a certain theme in specific areas.

    - Geometry was too blocky, underdetailed - don't get me wrong, there was plenty of well detailed architecture in your map, but many areas felt underdetailed and blocky and I think you can easily figure out which ones need more work just by looking at them.

    - Too much geometry and prop clutter - when there are so many brushes and props in one place it becomes very distracting and most of all, absolutely uncomfortable walking around the map. This not only contributes to the detailing, but also the layout - there simply isn't too much space.

    - Lighting could be improved - strong lighting makes everything look good, but there is a certain point where it becomes a burden to your eyes. I would suggest using a more desaturated shade of orange and a less strong light for the direct sunlight, and a stronger, less dark ambient light.


    Layout: I enjoyed the layout, it was genuinely intresting and I played it as I would in competitive, I take it as a sign that a map is good enough to be taken seriously. However this is the place where you can really improve stuff.

    - Awkward angles - on one round I was headshotted from CT before I even managed to leave T spawn, just putting that out there so you understand how much cleaning up has to be done. Your map has a lot of verticality to it, which automatically makes the angles uncomfortable for the attacking side, best example of this would be the T entrance to A stairs - you can just rush and mop down terrorists going to A; or T entrance to B - on one round I managed to spray down 3 people just because they were all in this tight, downward hallway. I don't think you need to delete the vertical elements, just make sure that they are compensated for the side that gets the penalty of using it. However most of all I disliked how the prop and brush clutter was obstructing vision like I mentioned before. Defending angles on A or B was not very enjoyable because of this.


    - Tight pathways, chokepoints - I'm sure a lot of people would agree that your map features some annoyingly small paths, like that of upper B or T entrance to B. Also, both bombsites felt EXTREMELY tight, there were so many props/brushes in B and A it felt like an angle nightmare, I would suggest widening both bombsites and moving the stuff out of the way to make hiding and defending more intuitive.


    That's all I can think of. I assume you wanted detailed feedback on how to improve, not praise, so here you go. Don't get discouraged by my wall of text, I think your map once improved will be great,

    Display More

    Wow.

    Where should I start?

    Detailing

    I am aware that aspects of the map are underdeveloped. These areas will be built upon as this map is still a WIP. As to the underlying theme, I was going fro the Inferno/Italy look but with surrounding a central castle. I will work on making B and the connector area less different from the rest of the map as the construction theme doesn't seem to work with the sleepy village theme.

    The prop clutter and tightness go hand in hand. I am working to simplify the sites as well as expand them.

    The lighting is an issue that has been mentioned by multiple people. I am working on making the indoor lighting a similar level to the indoor lighting which will hopefully make the map less burdening fro the eyes.

    Layout

    The awkward angles were caused by the sudden change in height. Where the raised area on the T side of A was is now a grassy bank leading up to the site which will hopefully make cross-hair placement easier. This goes for other areas of the map as well.

    The tight choke-points and paths are also being widened. I feel that I over cluttered them as well with props. This, as well as making them narrower also led to people getting stuck whilst moving around the map.


    Thank you so much for you feedback. It would be impossible to improve a map without people like you.

    -pB.

  • pB.
    • June 27, 2015 at 10:48 PM
    • #13

    Just had a complete lighting overhaul. The map is now a lot brighter and easier to read. I have also fixed the cubemaps and the shadows from the birds looking like enemies :D.

    Thanks again for all the feedback

  • pB.
    • July 11, 2015 at 1:41 PM
    • #14

    The post-playtesting update is here.

    Major changes:

    • Widened connectors. This seemed to be a real issue when playtesting so I have widened a lot of areas.
    • Enlarged bombsites. These were noticeably tight when playing to I Have made them bigger.
    • Better contact points. People thought the contact points at mid and A were awkward and messy so I have tidied them and simplified them.

    I have done a new radar and the screens will come soon. This change is live on the workshop so you can go see for your self.

    New radar image:

    [Blocked Image: http://i.imgur.com/1LT84LU.jpg]

  • pB.
    • July 11, 2015 at 4:37 PM
    • #15

    Just done the new screens. There are a few now in the original post but here is the imgur link to the full album.

  • Quotingmc
    • July 11, 2015 at 5:39 PM
    • #16

    I see this in several places and is a super easy fix. A lot of the stone textures don't align over different brushes. A clear example is the picture of the round tower in the imgur album.

  • pB.
    • July 11, 2015 at 5:46 PM
    • #17
    Quote from Quotingmc

    I see this in several places and is a super easy fix. A lot of the stone textures don't align over different brushes. A clear example is the picture of the round tower in the imgur album.

    Thanks, this will be fixed!

  • pB.
    • July 14, 2015 at 2:52 PM
    • #18

    The texture issue as well as some bugs have been fixed. The shadows have also been brightened which has improved visibility in parts of the map.

    Thanks for all the feedback!

  • pB.
    • July 21, 2015 at 12:37 PM
    • #19

    The big post reddit playtesting update!

    + Moved A ramp tree so it doesn't obstruct grenade play.
    + Moved A ramp skybox so it doesn't obstruct grenade play.
    + Raised the ceiling and doorways in A house so heads can be seen from A site.
    + Moved short A door so Ts can move to long without being seen.
    + Moved T spawn towards A to reduce B rush effectiveness and to allow a more effective A push.
    + Widened CT spawn to make it easier for CTs to move at round start.
    + Moved CT spawn closer to B to counteract removal of cut-through to mid.
    + Made B heaven roof longer to look more realistic.
    + Changed clipping on rails at B to allow grenades and bullets to pass through them.
    + Fixed crate exploit at B.
    + Raised the door at B tunnels to allow for fairer conflict.
    + Added concrete shields at B to prevent CTs from flanking B tunnels from mid easily. (Grenades can still be thrown over the top)
    + Improved A site. (Subject to change)
    + Added grate at B corner window to remove confusion over attempting to jump through the window.
    + Re-detailed A.

    - Removed roof from middle to de-clutter and improve visibility.
    - Removed statue from B fountain to improve visibility from heaven.
    - Removed middle to A connector barn to de-clutter and improve visibility.
    - Removed the gap in the buildings by CT spawn to allow greater T control of middle and to raise rotate times through CT spawn and therefore reduce flanking.

    Imgur album

    Thank you so much for all the feedback

    -pB.

  • pB.
    • August 13, 2015 at 3:46 PM
    • #20

    Just made a new update following feedback from the playtest (sorry about the delay!):

    • Flattened out a lot of the map as that was a reoccurring issue in the feedback.
    • Added much more optimisation. (given me + ~20fps)
    • Added more details.
    • Bug fixes.
    • Changed some of the lighting.
    • Raised the roofs in lower areas.
    • Added clearer radar.

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