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[WIP] de_flashbeng

  • Fjoggs
  • June 2, 2015 at 11:05 PM
  • Fjoggs
    • June 2, 2015 at 11:05 PM
    • #1

    De_flashbeng is a map aimed at competitive play. Judging by the state of some of the other maps already posted here, I'll probably get destroyed, but oh well. First map ever for CS:Go.

    Current state is a simple layout, no detailing done.

    The title is not a typo. The theme will consist of some sort of village, housing the flashbang production and storage of the local GIGN squad. The terrorist-group "Seperatist" have grown tired of their preaching, and have decided the blow it all skyhigh, proving that the correct term is "flashbank", once and for all.


    Workshop-link: http://steamcommunity.com/sharedfiles/fi…s/?id=454050197

    Screenshots (also found in the workshop):


    Terrorist spawn north, while CT spawn at the south. Bombsite A is the west site, and B is the east site.

  • Fjoggs
    • July 14, 2015 at 1:57 AM
    • #2

    Due to IRL commitments I haven't been able to work as much on my map as I've wanted to, but I finally have an update to my layout. During playtesting the scale was found to a bit on the low side, and a lot of the areas have been restructured to reflect this. Bombsite A has changed a lot, as have the entries for Ts for both sites.

    Workshop link have been updated.


  • jackophant
    • July 14, 2015 at 10:47 AM
    • #3

    Yeah... can't say I'm really a fan of the name. Also, is that meant to be a giant flashbang on bombsite A?

    B looks like a sniping haven and far too open, but I haven't run around it yet to have any authority in that statement.

  • Fjoggs
    • July 14, 2015 at 1:02 PM
    • #4

    I've noticed you're not a fan of a lot of names around here. The pillar on A is simply a LOS blocker. I haven't really spent any time on detailing outside of getting familiar with the editor. The B bombsite is currently the biggest questionmark of the map, and I'll probably end up redoing it. Any ideas would be helpful. :)

  • El_Exodus
    • July 14, 2015 at 1:11 PM
    • #5

    To be fair: de_flashbeng is a strange name. I mean, you wouldn't call your map de_smakegrenade, right?

  • Vaya
    • July 14, 2015 at 1:16 PM
    • #6

    the name is quite integral to how complete a map feels. Lazy/weird names will put people off.

  • Fjoggs
    • July 14, 2015 at 1:33 PM
    • #7

    El_exodus: No I wouldn't, as that wouldn't make any sense to me. :) The mapname is derived from the CTs on Cache who say flashbeng instead of flashbang when they throw one.

    For me, a map name is designed to create attention and to stand out from the crowd. I see a lot of names around here that feels generic, and are easily forgotten. I've actually gotten a lot of positive feedback on the name, more so than negative, and I have no plans on changing it.

  • Guni
    • July 14, 2015 at 2:36 PM
    • #8

    Personally, i feel the name isn't very appealing or good. Keeping it simple and straightforward may seem boring but its the way most maps get there spotlight. Dust, Cache, Nuke, Inferno, Santorini, Castle, Ali, Resort, etc. These are all really simple name's but there effective. So far the name is the equivalent of calling your map de_ak47.

    The layout as far as pathing seems good, but the bombsites look closer to the T side than the CT side, have you tested timings to each site? Also as Jack mentioned one of the sites is quite open, it's up to you if you want it to play like an awp map, but remember people will just avoid that site if it becomes too difficult to take/hold. Some revision on spacing and cover is probably going to be your primary goal at this point. Followed by layout and pathing.


    I feel like visiting the 7th moon of Jupiter at this point.

  • jackophant
    • July 14, 2015 at 2:57 PM
    • #9
    Quote from Guni

    I feel like visiting the 7th moon of Jupiter at this point.

    Is this now some sort of mini-mapcore meme? lol

    I'm not a fan of ill-thought out or sloppy names. I personally don't have too much against warehouse, the issue with it is that there are another 500 maps going by the same name. You'll do what you want with the name at the end of the day, and I'm sure your feedback was supported by a lot of "lols" and "topkek". I'm sure they were all mappers as well.

    I hear what you're saying about the link to GIGN and their audio, but a name can conjure immediately where something is and what it's setting is. The CT faction you've chosen could be swapped out very easily. Part of this reason is why I support the theme change for mirage, and why I like the season update as well.

    To use my map as an example again (not because I think it's perfect, it just mimics my thought process): Strada simply means "streets" in Italian. Yes, it's not very exotic, but it should give you the idea of some streets in Italy which is where the map is based. That's the power a name CAN have. Maps like overgrown and mist described their environment's state, but didn't do much in the way of telling you where it was. Blackgold immediately conjures up oil, that could be a few things, but an oilrig is definitely one of them. Chinatown, Bazaar, Workout all have that quality (kudos to @Skybex for catering to my compulsion).

    This has already drawn to much attention away from your map. name it what you will. my next map will be called de_bictory after how the separatists say victory :P (last dig i swear). If you could maybe edit the overlay to show interior paths, and paths that go over/under each other it would be nice to see what's going on. My statement still stands regarding B, but otherwise it looks like you've got a good number of routes and bombsite entrances :elrey:

  • Fjoggs
    • July 14, 2015 at 3:11 PM
    • #10

    Nothing is final yet (even though I said I had no plans on changing it, but plans can change!), so I'll keep the name in mind. I already have a general theme of how the map will look in the end that can influence an eventual namechange. :) I'm just happy to see some discussions going!

    Looking forward to de_bictory, sounds awesome. ;)


    Regarding the layout: Thanks for the feedback Gunio and jackophant! I've tested the timings on both sites and CT's arrive quite a bit earlier on A, slightly less so on B. Looking at the overview I can definitely see how it looks closer for T. Bombsite B is as mentioned my biggest concern right now, and I want to change it around a bit. I have a LAN coming up with some friends, where we will get some playtesting done on it, so hopefully that can produce some good results. :)

    Regarding overview: Are there any tricks ingame that I can use to more easily show internal paths, or is this usually done afterwards in an image editor? Maybe hiding the roofs and ceilings in the editor, then compile a new version and take a similar screenshot could work.


    Thanks for all the feedback so far! :)

  • jackophant
    • July 14, 2015 at 3:34 PM
    • #11

    I honestly don't know of any tricks, at least none that don't involve lots of recompiling with various nodraws applied and then superimposing the images.

    I do rough approximations based on my own knowledge of the layout in whatever image editor. It doesn't have to be perfect, just clearer in development stages.

  • Shima33
    • July 15, 2015 at 8:46 AM
    • #12

    I actually quite like the look of this map. I think it'd work good as more of a Victorian-era thing, similar to the aesthetic of Bloodborne, or something along those lines - just so it isn't called another clone of cbble. I like the looks of it so far, although B looks like it could do with quite a lot of revision, and I don't understand mid from the radar screen.

  • Fjoggs
    • July 15, 2015 at 12:52 PM
    • #13

    Mid is basically what you see in the third screenshot, very close to the CT spawn. I've already begun work on a new version of bombsite B that will hopefully work better than the current iteration. Victorian sounds pretty interesting actually. I'll check out some screenshots of Bloodborne as I haven't played it before. Thank you for the feedback! :)

  • Fjoggs
    • July 21, 2015 at 2:53 PM
    • #14

    New version is out on the workshop. A lot of significant changes have happened, including a completely new B site, and a reworking of the MID area. Added a new route to A for T's through MID.


    The map feels a lot better now. Currently on a CS:GO LAN with around 7-10 people that allows us to playtest it with real people, something that have helped development a lot.

  • Upperdawg
    • July 22, 2015 at 4:30 PM
    • #15
    Quote from Guni

    I feel like visiting the 7th moon of Jupiter at this point.

    haha, totally missed that the first time I read your answer xD

    I have to agree on the name. Try hinting your theme/setting, a certain feauture on your map or something relating to your "story" element

  • Fjoggs
    • July 27, 2015 at 12:47 AM
    • #16

    Name will change in the end, once beta hits. :)

    I have a rather odd question regarding the Steam Workshop. I hadn't really checked the numbers in a while, but last time I looked at the viewer and sub stats it was around 36 each. Now I have 531 unique viewers, and 1067 subscribers? How does that even work? Am I being botted or something? :P (more subs than viewers)

  • Guadalupe
    • July 27, 2015 at 6:02 AM
    • #17
    Quote from Fjoggs

    Name will change in the end, once beta hits.

    I have a rather odd question regarding the Steam Workshop. I hadn't really checked the numbers in a while, but last time I looked at the viewer and sub stats it was around 36 each. Now I have 531 unique viewers, and 1067 subscribers? How does that even work? Am I being botted or something? (more subs than viewers)

    Pretty sure this is attributed to users putting a map on their server or hosting it, and people downloading the workshop version from there. People don't have to add a view to your workshop submission in order for it to count as a workshop download.

  • sombrewynot
    • July 27, 2015 at 1:05 PM
    • #18

    Can't wait to see what texture set you chose

  • Fjoggs
    • July 27, 2015 at 1:20 PM
    • #19
    Quote from Guadalupe

    Pretty sure this is attributed to users putting a map on their server or hosting it, and people downloading the workshop version from there. People don't have to add a view to your workshop submission in order for it to count as a workshop download.

    Ah ok. :) The numbers jumped so high in such a short time so it looked suspicious. :P


    Sombrewynot: Hopefully I'll have some early screenshots of my theme this week!

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