Well, I've reached a status quo, I don't know what to change anymore, but I feel a playtest will be a failure again, so I don't know what I'm going to do with this. In fact, each change I have been testing for the past week was making things worse to play. So if anyone has something to say I'm happy to hear it, otherwise I'll stop working on it for a few weeks to see if I succeed in making it better then. Thank you for taking the time to read all this at least!
Modern themed map [CS:GO]
-
-
Based on the playtest feedback, I think I should rework mid. That will be the first way to adress flanking, I want to make it easier for T's to hold their end of mid, so as to avoid Ct's rushing in there willy nelly. Also, this is an attempt to make the chokepoint more obvious and more interesting to play, as well as fix the verticality issues in mid. I haven't touched hammer yet, but I'll do that when I'll have good ideas on paper for every changes I need to do (not only for mid, but the whole map).
Here's my proposal for mid in hand drawings, with my explainations:
This an "overview". The idea is to widden this area, add cover in the middle of mid for T's, a bit like on Mirage, to help T's progress and hold angles. The inner areas in red are going to be elevated more to the level of the rest, that'd show that there are two distinct path, while having only a gap of 60 units top (would be a jump reach). connectors for Ct's would be modified a bit to break some angles, and conserve a reasonable rotation time, which would be the same as before after tweakings.
Quote[Blocked Image: http://i.imgur.com/SLxolke.jpg]
two views of T side:
First one is from the entrance, at the left of the cover. the angle to cover is the entrance 1. Indeed if you can see a Ct on the left, he's basically on the middle of nowhere without any cover. The second one shows the view from the roght of the cover, where a player can hold the angle on the entrance 2, while not being vulnerable from entrance 1.
Quote[Blocked Image: http://i.imgur.com/ORN1vnU.jpg][Blocked Image: http://i.imgur.com/sR59sK4.jpg]
view from Ct side:
at the left is the corner or entrance 1, and in the right the one from entrance 2 where they can peek dangerously because the wall wouldn't be at a right angle there. however if they fall back they have advantageous angles, to prevent easy take of mid control for T's. This drawing shows where the T's could play.
Quote[Blocked Image: http://i.imgur.com/A6ibAeK.jpg]
view to show the new elevation:
Quote[Blocked Image: http://i.imgur.com/l5zSMH7.jpg]
I hope you'll endulge me my poor drafting skills, and feel free to tell me if you think it's not a good idea, or if it isn't an interesting chokepoint, or if you like that idea! thanks in advance!
Link for ingame screenshots: imgur
-
Huge update!
New overview:
[Blocked Image: http://i.imgur.com/0K8V3CV.jpg]
What has changed?
The post above explained the expected changes for mid, and here they are, I'll let screens speak for themselves:
Quote[Blocked Image: http://i.imgur.com/APw0480.jpg][Blocked Image: http://i.imgur.com/yH9NfQT.jpg][Blocked Image: http://i.imgur.com/MHp9Mub.jpg][Blocked Image: http://i.imgur.com/rUBZAZj.jpg][Blocked Image: http://i.imgur.com/HppAivj.jpg][Blocked Image: http://i.imgur.com/VaGHPmr.jpg]
During the process of simplification, I reworked connectors a bit and I removed a path which only was used as a flanking path.
B main for T's has especially changed much:
Quote[Blocked Image: http://i.imgur.com/M1SnoTD.jpg]
this process has led to a complete redesign of b which was much disliked, so it was a win win.
I decided to restrain the upper areas to a window, which sight of line has been worked so that it isn't too overpowered. T's have two options, smoke their way into the plant and only focusing on window, or they can push through the sort of split, to have cover from windows and battle for the site in lower areas. on site I placed only one cover, which is easily molotoved or flashed, so that it isn't used as a camping spot. In images:
Quote[Blocked Image: http://i.imgur.com/1VmdpHv.jpg][Blocked Image: http://i.imgur.com/Hf9KYAL.jpg][Blocked Image: http://i.imgur.com/HAYhBqa.jpg][Blocked Image: http://i.imgur.com/PdjzZ7f.jpg][Blocked Image: http://i.imgur.com/2taGnSX.jpg]
Finally the next big change has been the A from T side. It has now its split way earlier, before chokepoints. There are now two distincts paths: the initial chokepoint which is the fastest and hardest path of the two, and the second one, giving a slight advantage for T's, which is weighing against an extra time to get on site. 19 seconds against 11 for short. I don't know if it is too much, I think I can reduce this time to probably 15-16, would that be better?
Any insights about the pertinence of these changes would be appreciated.
-
Major Update:
the map is called de_modern, at least for now.
New overview:
[Blocked Image: http://i.imgur.com/T12CC52.jpg]
Mid has been totally redone
A site:
Quote-Drop to A has its entry as a split on A main.
-The bombplant has been put in another corner of the site
B site:
Quote-B main is now going through mid and a useless path has been deleted
-The chokepoint has been redone to avoid headpeaks and so on.
-plant zone has been extended into the hiding spot and a bit more outside.
General changes:
Quote-Verticality reworked to avoid steep ramps everywhere.
-camping spots and hiding places have been simplified, so that there are less places to check.
-overall areas have been enlarged.
-Long sightlines have been for most of them been controlled and mostly shortened.
Thanks for reading

-
based on early feedback I decided to removed the Ct to B path so that they go through the mid connector. In that effect the second rotation is now 18 sec long and is through mid and T path. Structure of B itself has changed a bit because the hiding spot was too redundant. A self boost at the drop zone is now replaced, and the timings have been tweaked a bit.
new overview:
-
Some thoughs in the pic below

The content cannot be displayed because it is no longer available. I meant to spell of, not off...
-
Quote from Logic
Some thoughs in the pic below

The content cannot be displayed because it is no longer available. I meant to spell of, not off...
First of all, the connector to B will be reintroduced and reworked. Lots of people felt the same way. It could work without it but I don't know what I'd have to change to make it work so I won't try

For mid, I put that angle for CT's to punish too aggressive T's rushing. I have to see how it goes on that point if I place a wall which blocks all the view, but I'm afraid it'll cause too much rushes. I may have an idea to make it safer, I'll try both

As for ramps, I'll merge them into less ramps, and i'll make them not too steep either.
The reintroduction of the other connector will be done in a manner which will allow smoking off the entry while running, as it was possible before.
The shadows of the pillar is on the radar but not the pillar

as for that huge sightline I'd have to make it really short like in dust 2 so that there isn't too much awping! I'll try to tweak that.
As for cover In A, I have no idea yet where to put extra cover

-
In response to the playtest feedback, I started to make a few changes.
The new overview:
[Blocked Image: http://i.imgur.com/ABRSq9m.jpg]
As you can see there is another path to the back of B. I tried to design it for the time being as an extension of the connector, a bit like on Inferno. Time will tell if it woks well or if I'll have to make this path way originate from Ct spawn instead. I made it narrow so that it is a more "risky path" and that not too much T's can hold this path easily.
Quote[Blocked Image: http://i.imgur.com/kvifDpJ.jpg]
[Blocked Image: http://i.imgur.com/451ck0C.jpg]
Ramps at the entry of B have been simplified:
Quote[Blocked Image: http://i.imgur.com/ZEKjQko.jpg]
[Blocked Image: http://i.imgur.com/pmzMSFu.jpg]
Then, as an effort to make Mid more CT friendly, I interpreted the idea of Logic to make the entry of A connector more safe for Ct's, In that effect I closed a long sightline so that they don't have to be overcome by two sightlines, whil still being able to defend the lower part as it was intended to with the opening. It now looks like that:
Quote[Blocked Image: http://i.imgur.com/EdDCw5q.jpg]
[Blocked Image: http://i.imgur.com/Dva6qL3.jpg]
[Blocked Image: http://i.imgur.com/ETF3pCo.jpg]
Finally I simplified the corners to check arriving fromA connector, and I added a piece of cover to help Ct's hold the site, while blocking the view of the plant zone from the upper drop zone.
Quote[Blocked Image: http://i.imgur.com/ZIZG3x3.jpg]
[Blocked Image: http://i.imgur.com/vLbmExJ.jpg]
Let me know if you think it goes in the right direction, or if you have additionnal feedback!

-
You need to make the B ramp longer. It still looks too steep and will create head peeks from mid.
-
-
Quote from jackophant
You need to make the B ramp longer. It still looks too steep and will create head peeks from mid.
I thinkI won't be able to make it look as good as that without detailing
Quote[Blocked Image: http://i.imgur.com/xciosac.jpg]
[Blocked Image: http://i.imgur.com/GTDmBo9.jpg]
-
new update:
current overview:
[Blocked Image: http://i.imgur.com/8lbE9E6.jpg]
-I reworked mid to B connector for Ct's and in particular the split.
-B main for t's has been redesigned with a plateform to peek B window.
-A main for T's have been tweaked a bit so that you can smoke off some areas more easily, and so that a tight angle allows for Ct's to gather a bit of intel about the whereabouts of T's, if T's don't smoke it off.
-A drop has been tweaked for nade throws too.
More is coming soon
Album of changes
-
Participate now!
Don’t have an account yet? Register yourself now and be a part of our community!