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[WIP] DE_SWATCITY (Radar update + lighting pass)

  • gfx0
  • June 9, 2015 at 3:48 AM
  • gfx0
    • June 9, 2015 at 3:48 AM
    • #1

    This map has been heavily tweaked for competitive viability, all feedback and play testing will be read and is appreciated!


    Last major map update: 06.13.2015


    Competition entry: http://steamcommunity.com/sharedfiles/fi…s/?id=457901376

  • LapnLook
    • June 9, 2015 at 7:20 AM
    • #2

    middle looks interesting, but isn't that a bit too long range? also, maybe it's just the overview not being representative, but those paths look kinda narrow and that would lead to a lot of blocking. But I'm no expert and I didn't really have time to play the map yet.

  • gfx0
    • June 9, 2015 at 10:25 AM
    • #3

    Thanks for your feedback! The mid is intentionally made de_dust2 style so people who desire instant action, can have it. The long range might be a bit too long, but so far I like it. I am going to change the T side OP spot near the forklift in mid because that gives too much control for the Ts without really leaving them vulnerable out in the open. The paths are intentionally narrow to make it feel more like alleyways instead of running on an open road

    I'll have a play through your levels too in the competition and return the favor of giving feedback :cool: I'm at work now so it's going to be around 9 hours until I get to it.

  • Quotingmc
    • June 9, 2015 at 10:52 AM
    • #4

    I like the look of it so far. My only concern is it may be a little dark for competitive play. I would try adding some lights in places or using brighter textures. Keep going and good luck!

  • gfx0
    • June 9, 2015 at 1:29 PM
    • #5
    Quote from Quotingmc

    I like the look of it so far. My only concern is it may be a little dark for competitive play. I would try adding some lights in places or using brighter textures. Keep going and good luck!

    Thanks for the feedback man, will do after I get home from work! :)

    I had to disable HDR Lighting so the B-site light switch would work :( I struggled for 5 hours to figure out why my map had black spots and lights were all borked, and it was because compiling with HDR lightning enabled bugs out if there is a named light in the map (which a light switch needs)...

    I'll go through your maps also after I'm done with work for the day :) thank you again for the feedback! <3

  • jackophant
    • June 9, 2015 at 2:12 PM
    • #6
    Quote from gfx0

    (which a light switch needs)

    Plz no

  • LapnLook
    • June 9, 2015 at 2:16 PM
    • #7
    Quote from jackophant

    Plz no

    Do you mean the light switch (cause if it's implemented well, then it could be fun element in a map), or compiling with no HDR?

  • jackophant
    • June 9, 2015 at 2:24 PM
    • #8

    I thought my quote made it clear. I mean no to the light switch. It's a gimmick and will only be abused / spammed if people even realise it's there as it's not in other maps.

    It's such a minor detail and the whole lighting issue could be fixed if it wasn't present, but they're choosing a complete wild card over light integrity.

    consistent lighting > light switches

  • LapnLook
    • June 9, 2015 at 2:26 PM
    • #9
    Quote from jackophant

    I thought my quote made it clear. I mean no to the light switch. It's a gimmick and will only be abused / spammed if people even realise it's there as it's not in other maps.

    It's such a minor detail and the whole lighting issue could be fixed if it wasn't present, but they're choosing a complete wild card over light integrity.

    consistent lighting > light switches

    I think what he should do is finish the map, and leave room for the light switch, then try to fiddle around with hammer to see if there is a workaround. Unless light is a core element of the map of course, but it doesn't seem like it is.

  • gfx0
    • June 9, 2015 at 3:11 PM
    • #10

    Hmm, the whole point of the light switch is that it creates something new, fun and exciting to the map.

    Sure, it might not be the thing people do for competitive maps, but why not try to push the envelope a little and have some fun? I don't think this map is going to have any real chances to win against the polished professional content out there, but it might as well be fun to play around in.


    The light switch is actually a 'console' which is located in a position that when T's rush, they can shoot at the console and the lights will either turn off, or turn on, depending on if they were on or off when rushing.

    This can be used as a tactical element when defending or when attacking. It might get abused, but that would be left for play testing to see. I'd like to take a chance that this might be something cool and fun

  • Vaya
    • June 9, 2015 at 3:24 PM
    • #11

    remind me in the playtest to buy a negev

  • LapnLook
    • June 9, 2015 at 3:28 PM
    • #12
    Quote from Vaya

    remind me in the playtest to buy a negev

    and spam the light swithch? :D

  • Vorontsov
    • June 9, 2015 at 3:29 PM
    • #13

    Really long range everywhere, expect many camping spots with autosnipaz and awps

  • gfx0
    • June 9, 2015 at 3:35 PM
    • #14

    There is a delay of 2 seconds to toggle the lightswitch @ Vaya You'd have to Tap the negev


    Quote from Vorontsov

    Really long range everywhere, expect many camping spots with autosnipaz and awps


    The middle is purposely made long range so T can try to control mid knowledge, but they will be exposed if they do this (the truck needs to be removed though first).

    Close range combat happens at A corridor chokepoint.

    Mid range combat can happen from B corridor -> Mid ->


    Vorontsov I appreciate your feedback also, I'll return the favour on your maps on this forum when I get home today :) Lots of feedback for lots of people to give o . O
    Although I'm a noob mapper, I'll try to give my honest opinion as a cs go dmg player (i was eagle q_q, i blame matchmaking!)

  • gfx0
    • June 11, 2015 at 2:10 PM
    • #15

    Update 06.10.2015:

    Major changes:
    1. Removed the lightswitch gameplay mechanic from B site in favour of HDR lighting.

    2. Worked on timings so CT arrives on bombsites earlier than Ts.

    Minor changes:

    + Changed B Mid site corridor rocks to be solid
    + Added playerclip ontop of HVACs in B site
    + Fixed playerclip missing in mid from CT side
    + Fixed B site no draws ontop of entities visible
    + Fixed A site CT arrival being too slow on site
    + Fixed B site entry for CT being too slow
    + Fixed B corridor nodraw on the doors
    + Fixed t spawn box playerclip missing
    + Fixed t spawn jumpscout box small playerclip blocking player jump
    + Fixed some backwards trash boxes
    + mid house path - lamps were too bright
    + A site broken fence jump fixed with stacking crates infront
    + A site entrance room was too dark, couldn't see any enemy inside there
    + A site, lowered telecom speaker button thing a little, its above head height..
    + A site entrypoint boxes no longer allows jumping on roofs
    + A site - bombsite too tight to jump inside of, widened
    + A route fixed ct box sunshine hitting it too hard
    + A cornerfencejump - fixed by adding more height
    + A closed the roof of the site, jumping sucks with playerclip areas on fence
    + CT -> B corridor too dark, added a light
    + Fixed B site ct door roof nodraw problem showing at rollupdoor
    + Terrorist -> B site mid corridor jump shows a little bit of roof, added roof texture
    + Fixed jumping on CT fence showing nodraw on A site building and bicycle place
    + Improved a sucky light at mid near bicycle place
    + Fixed A chainlink fence roof vision
    + Fixed Mid jumping on fence bit
    + Added some visuals to B site outside of window on the wall
    + B site nitro boxes glow too brightly, removed them
    + B site fixed side boxes allowing jumping too high so roof sees through
    + B site back entrance added a light
    + B site back box, add one more ontop, unnatural 'nojump' feeling
    + B corridor green lights are weird, lamp not shining.. changed to white
    + B site fixed door nodraw, needed tex on back and front faces
    + B site removed touch to open from door
    + B site fixed window overlap and Z fighting
    + B site fixed back window not being enterable
    + Mid door light still shit but a little bit better now
    + Mid bicycle storage was too dark
    + Fixed mid door being inside the wall
    + B route - fixed playerclip messing with ct box jump

  • gfx0
    • June 13, 2015 at 5:26 AM
    • #16

    Bump for major content update 06.13.2015
    Added soundscapes, detailed A site curve, added plenty of flora, foliage, trees, plus many other changes.
    Tweaked arrival times closer to perfection, this still needs dedicated play testing work.

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