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de_novo [WIP]

  • Overdoziz
  • October 1, 2015 at 5:21 AM
  • Overdoziz
    • October 1, 2015 at 5:21 AM
    • #1

    De_novo is my first try at creating a defuse map for CS:GO. It's a re-imagination of the map de_russka from CS1.6 and CS:S. I'm planning on keeping the layout relatively similar, but I'm open to suggestions to alter it if it would improve gameplay. I've already made some fairly significant changes to its layout and hopefully that'll work out for the better. Currently I'm still in the phase where I mainly focus on the layout of the map so visually there's nothing to it yet. The idea is to stick relatively close to its original theme which is a industrial snow map. I would definitely like to at least keep the snow aspect around because who doesn't like snow maps?


    Anyway, enough talk, here's some screenshots to give you an idea of what the map looks like at the moment:

    (20 December 2015)


    (1 November 2015)

    Quote


    (3 October 2015)

    Quote


    (1 October 2015)

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    Display More


    If you feel like checking out the map for yourself you can download the map right here: https://www.dropbox.com/sh/kg54veen0bo…22SPdE1I2a?dl=0

  • Freaky_Banana
    • October 1, 2015 at 3:27 PM
    • #2

    So my dear,

    I want to just collect most things I noticed immediately when playing the level.

    Only two Terrorists will spawn into the level, so the CT and probably 3 T Spawnpoints dont work. Try to lift them off the floor in the editor (32 units). You forgot a nodraw texture behind B, you should disable shadows on the fence on the floor infront of B. I feel like there was too strong verticality in the actually played areas. The passageways into A are really narrow, especially the "short" route from middle to the back of the site. I feel like the mids were too wide and open, but that'll only show in a playtest. I do not like the ramp things in the mid areas. They feel unnecessary maybe just add in a horizontal floor after half of the ramps height and cut off the lower rest.

    I have to say that the textured areas look great, I like them a lot. One little thing though, I found the red railing on B which sticks over into the air too look really weird and irritating. I'd remove it, if it isn't essential to gameplay (which I couldn't test ofc because the CTs were inexistent :D ).

    I hope to see some improvements made but I can actually see this map going a long way, if I am in a position to say so :) .

    Cheeers!

  • Overdoziz
    • October 3, 2015 at 2:53 AM
    • #3

    Thanks for the feedback Freaky. I've made some big changes to the layout with the purpose of making the entire map more streamlined and hopefully smoother for gameplay.

    The right side of the map has seen the biggest changes with the entire area being simplified and flattened. Middle is also slightly less vertical now and there is no longer a direct line of sight from CT side to T entrance to mid. This is to allow Ts to get to the hallway leading up A site through middle without being seen. This is necessary because I removed the hallway at the top-left (hey Logic!). Lastly, the T spawn location has been moved closer to B site to make rushing it more feasible and to generally cut down-time of running around. Still not entirely sure about the timings, but playtests should help get a good idea of how it plays.

    The area around CT spawn hasn't seen many changes yet aside from having it hallways slightly widened. I still plan on doing something with it, but at the moment I'm not really sure yet what.

  • Logic
    • October 5, 2015 at 11:29 AM
    • #4

    When I load the map I get a game crash, you might wanna check up on that :(

  • jackophant
    • October 5, 2015 at 1:39 PM
    • #5

    Do you not need to request permission from Brute to remake his map?

  • Overdoziz
    • October 5, 2015 at 5:22 PM
    • #6
    Quote

    When I load the map I get a game crash, you might wanna check up on that

    I added the .nav download to the dropbox link which seems to fix it.

    Quote

    Do you not need to request permission from Brute to remake his map?

    I sent him an e-mail. If he has issues with this then I won't use any part of his layout.

  • Overdoziz
    • October 13, 2015 at 10:12 PM
    • #7

    Moved some stuff around on B site. Still need to work on the timing for Ts, though.


  • Overdoziz
    • October 19, 2015 at 12:41 PM
    • #8

    Some other visual stuff I've been working on in between thinking of ways to improve the layout:

    Quote

    Should hopefully have a new version ready for playtesting some time soon. Still messing around with the T spawn area for a bit.

  • Overdoziz
    • November 1, 2015 at 3:00 PM
    • #9

    Finally got a layout that I'm happy enough with to do a playtest on.

  • Logic
    • November 11, 2015 at 5:16 PM
    • #10

    Better late than never! Here are some thoughts!

    The content cannot be displayed because it is no longer available.

  • Overdoziz
    • December 20, 2015 at 7:51 PM
    • #11

    New layout. Tried to address most of the feedback.

    Still not really feeling it, but let's see how the playtest goes.

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