Hello MapCore :>
I've been a Source mapper for a long time now, and I present to you my map de_vine.
Almost every aspect of this map is seriously unpolished or unfinished, however it's only been in development for a little over a Month.
I will post a workshop link and a Minimap in the days to come, in the meantime though, take a look at these screenshots and let me know your first impression in the comments below.
http://gamebanana.com/members/1321422
EDIT: This map is currently hosted on a private server, let me know if you want to playtest it in its current state.
EDIT: Added a cheaply made radar. Blue lines indicate walls/boundaries that cannot be seen due to overlapped areas.
EDIT: Submitted a 2nd radar images containing arrows paired with a number, the number represents the photo on this post from the top to the bottom, and its paired arrow represents the location/angle of the screenshot taken.
EDIT: Photo 1 and half of Photo 2 are entirely redundant now. I demolished almost everything seen in Photo 1 and rebuilt it into something better.
EDIT: Now available on the workshop for public review: http://steamcommunity.com/sharedfiles/fi…s/?id=479977650
A short Q&A based off previous playtesting
Q: Where is mid?
A: There are 2 Mid areas, the first one is just below A site and extends all the way to the left. Terrorists have the advantage of asserting a lot of control over this mid if they decide to make entry from the far left, however this leaves some considerable distance between there and A site. The second one is below in the tunnels, which provides CT's with a slightly higher level of control.
Q: Why is the first mid and A site so close together?
A: A site is (or will be) an easily defensible territory for CT's with considerable amounts of cover. Taking A site is not as easy as you think.
Q: The hole in the wall below A site is OP for CT's, why?
A: Not as much as you may think. As a T, try running into short A (The apartment area containing the 2 couches and table), look through the window, through the hole in the wall. That is a one way line of sight.
Q: Why are the tunnels flooded?
A: A problem I faced early on in the map is sound scoping with overlapped areas. It was annoying (Especially as a CT) having to distinguish where enemies where when some were above ground and some in the tunnel. Now, players running through the flooded areas make that very distinguishable "Sploosh" sfx.
Q: Why texture your map with stock textures when you plan on replacing a lot of it with custom textures later on?
A: Because that is the way I work. I like to get a feel of the theme before I start upgrading it. A texture that I intend on replacing in the future represents a custom texture that I want to base it off in a similar design.
Q: Will the bridge at T spawn be accessible? Or any of the long surrounding areas?
A: No, i'm still thinking of a way to block those areas off (Or redesign the lot, idk yet)
Q: This map is T sided in my opinion, why?
A: Because most maps in the current matchmaking rotation are considered highly CT sided (Inferno, Mirage, Cache, Overpass, Train). I like to shake things up in the opposite direction ![]()
Q: Are there any boost spots?
A: Currently there is one boost spot for CT's, and it is a tricky one indeed. As a CT, have a team mate boost you onto the gate between tunnel stairs and B site, then jump onto the wooden beams above tunnel stairs. I never actually intended on making this a boost site, it was discovered through playtesting, but I liked it so much I decided to leave it in there.