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[WIP] DE_BOURG

  • Klems
  • July 28, 2015 at 7:06 PM
  • Klems
    • July 28, 2015 at 7:06 PM
    • #1

    Hello mapcore,

    So I just released an update to de_bourg. Most of the map haven't changed, it's mostly layout changes to try and make it more balanced, a little bit wider and less awkward.

    Mainly middle is way bigger, bombsite A is slightly different, long A is a bit tinier and T-Spawn has changed a lot.

    There's more details to add here and here but it should be final.


    Download at Steam Workshop


    [Blocked Image: http://i.imgur.com/Lq4kU5v.jpg]

    [Blocked Image: http://i.imgur.com/830LUYf.jpg]

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

    [Blocked Image: http://i.imgur.com/upvGao0.jpg]

  • biXen
    • July 28, 2015 at 7:08 PM
    • #2

    Looks great, just the simple fact that the bomb pointers are in yellow looks very nice on this map imo. Will add it and play when I get some time later :)

  • Tensei
    • July 28, 2015 at 7:55 PM
    • #3

    Looks great. Keep on keeping on !

  • st0lve
    • July 28, 2015 at 8:08 PM
    • #4

    It looks very flat with that light, maybe add some color to it? It could be as simple as some lights in the indoor areas..

  • Harry Godden
    • July 29, 2015 at 9:33 AM
    • #5

    I love the style of it, but as st0lve said, color would benefit this map alot since its dusk.

  • El Moroes
    • July 29, 2015 at 10:17 AM
    • #6

    I agree about the lighting, it's like you changed something.
    For the rest, the map is still pretty good :)

  • biXen
    • July 29, 2015 at 10:28 AM
    • #7

    Didn't seem flat at all to me when I played it, so I suggest doing that before commenting on the lighting. Could open up some more in some indoor areas to make more interesting lighting there, but otherwise I really liked the map. Played with bots, they are not superbright so hard to say what works or not :)

  • JorisCeoen
    • July 29, 2015 at 11:51 PM
    • #8

    I have personally found this to be one of the recent visually most impressive maps I have seen. I remember I played this a few months back and I was surprised it hasn't yet gone in an operation, as the gameplay seemed very solid already. Given that this contest is about may the best map enter an operation, I think this is one of the biggest contenders in the contest.

    Good luck man!

  • hamilton5
    • July 30, 2015 at 8:48 PM
    • #9

    rly like the new t spawn -- great map, I want to see more polish at A, all the different mesh fence is kinda dirty, and the fields are plain. :)

  • Klems
    • July 30, 2015 at 10:14 PM
    • #10

    Thanks for the comments!

    I'll see what I can do with the lights. I tried adding spotlights in bombsite B but it looked bad. I haven't changed the sunlight, only the post processing changed (as far as I remember).

    The fields will definitely be vertex painted.

  • Klems
    • August 5, 2015 at 1:46 AM
    • #11

    I tried things

    [Blocked Image: http://i.imgur.com/Uodt9ni.jpg]

    [Blocked Image: http://i.imgur.com/Ot6YWwK.jpg]

    [Blocked Image: http://i.imgur.com/tnR9ZJM.jpg]

    There's picture above for comparisons, the sunlight is slightly more colored and the sky appears more pinkish.

    For some reason the 4way blend doesn't work, I'm not sure why. One of the texture appears darker than it should, and it changes when you move the mouse.

  • FMPONE
    • September 3, 2015 at 9:30 PM
    • #12

    Congratulations! As a finalist, this map thread has been stickied.

    I'll be providing my feedback in the coming days.

  • General Vivi
    • September 3, 2015 at 11:06 PM
    • #13

    I'm available this weekend for a 1 on 1 feedback session. Just give me a heads up.

  • Vaya
    • September 4, 2015 at 7:28 AM
    • #14

    2 things really stick out like a sore thumb for me on this map (which is damn fun to play, let me say that :P)

    - the glass window on mid makes for awkward fights. It soaks up damage and should really be changed

    - The 'smoke grenade here plz' sign feels too contrived. I know you were going for a training area theme but I dislike assets that tell players how to play a map- more so for a smoke that gives the terrorists a lot of control of mid

  • kinggambit
    • September 5, 2015 at 1:29 AM
    • #15
    Quote from Vaya

    - the glass window on mid makes for awkward fights. It soaks up damage and should really be changed

    The damage soak is forgivable IMO but it was more about the bullet impact decals and particles obscuring vision for me, especially at long-range engagements across mid. I actually liked the creativity of allowing engagements but forcing players to run around to adjust timing but I could see how it'd be frustrating in a competitive setting.

    Someone suggested making the map a bit brighter; maybe it might mitigate the visibilty issue for that glass?

    Gameplay-wise, everything felt fine. The outside bombsite had a really accessible choke for CT's (just smoke it off then you have access into the back of the mid-T area) but then again, it could just be the meta for the map.

    Good luck! We need more sunset/sunrise maps!

  • Klems
    • September 5, 2015 at 2:15 AM
    • #16

    Thanks for the comments!

    The glass is here to soak up damage, the AK47 stop being a 1-hit kill but the Deagle stay that way. It changes things a bit, kinda like jail in season. Fences and grates doesn't have particles effects and have the same effect, it might be a better alternative. If players don't like it I'll remove it entirely.

    Without the smoke decal I wonder if players will understand the role of the tower. The decal itself could be a bit more subtle though.

  • OrnateBaboon
    • September 5, 2015 at 6:33 AM
    • #17

    Took a walk around to find possible issues.


    [Blocked Image: http://www.skybex.com/home/de_bourg1.jpg]

    Walking on top of this will probably look really odd from another players perspective since the platform is really thin.

    [Blocked Image: http://www.skybex.com/home/de_bourg2.jpg]

    [Blocked Image: http://www.skybex.com/home/de_bourg3.jpg][Blocked Image: http://www.skybex.com/home/de_bourg4.jpg]


    There are 3 blocked doors that read as a route/entrance when approached from some angles. Might be disorienting for new players since they will briefly try and check to see if someone is there. It is not until you are up close you know they are dead ends.


    [Blocked Image: http://www.skybex.com/home/de_bourg5.jpg]

    Maybe add an overhang here to get the players attention so that when approaching from the side, they can see entrance well in advance.

    [Blocked Image: http://www.skybex.com/home/de_bourg6.jpg]

    I feel that maybe some more "honest" cover here could be good, since there are 2 long, and 2 medium ranged angles on this spot with just a spool to use for cover.

    [Blocked Image: http://www.skybex.com/home/de_bourg7.jpg]

    This wall can be vaulted from the other side, but there is no indication of this. To new players, it will just read as a normal wall from here. If you don't know the wall can be vaulted, and someone jumps over and kills you, it would be one of those WTF! moments.

  • Psyrius
    • September 5, 2015 at 9:31 AM
    • #18

    I really like this map. And when I saw that smoke sign, I went from to . I don't think you need to remove the smoke sign. I don't think I would figure out by myself I could smoke there if it wasn't there. Sure it will be used by T's alot, but CT's will adapt. CT's can counter-smoke. It's easy to smoke mid window on mirage once you know how to do it. Nothing wrong with designing a easier smoke to learn yourself for those that don't really watch tutorials that much. I think alot of beginners will love this map. I think many pro's will like it too. And there will be a bunch that don't. But that's the case with every other map Some like it, some don't.

    My suggestion for further detail would be to add more stuff to make it look like a training area. I thought of the wooden T's and CT's... :) They could just be in a box or something so don't people don't confuse them for real enemies hehe :)

  • FMPONE
    • September 6, 2015 at 4:08 AM
    • #19

    Hey there!

    So I enjoyed my time playing this map but I do have some critique. I think the T timings to B site are a little fast. Slowing down the Ts by about 1 second would be nice. I question the necessity of the "middle window" peak onto mid. I think it should be removed and a squeeky should be added there, and removed from the current location. Something to punish people for taking that extremely fast rotation between the bombsites. Just IMO.

    Graphics were fine, great even.

    feedback album

    http://imgur.com/nKfEktB,gLlBS9…V2qEq,ugaGJFy#0

  • Klems
    • September 7, 2015 at 2:40 AM
    • #20

    Here is the heatmap from the reddit playtest http://demo.ehvag.de/#55ed99e06e8df…e8dfd4a22ede5c3

    I did the math, the map is approximatively 51.3% T sided, much better than it was before.


    I changed a few things according to feedback, reajusted the spawn a little, also tweaked the sky and added a skydome with movings clouds.

    Psyrius Targets was actually one of my idea in the beginning, I'll work on it now :)

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