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de_sawmill

  • Quotingmc
  • November 13, 2015 at 10:15 PM
  • Quotingmc
    • November 13, 2015 at 10:15 PM
    • #1

    DE_SAWMILL

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    [Blocked Image: http://i.imgur.com/nJ8GqsQ.jpg]



    This map started as an idea for a map based around a lumber mill, much like this one from GTA 5 . I thought that the setting would be unique and an interesting twist on the generic warehouse map. A then created a layout based around the theme and from that de_sawmill has grown. The layout is fairly similar to original ideas and drawings with only the bombsites undergoing major changes.

    Criteria I aim to meet:

    1. Balanced map with well timed choke points and rotates
    2. Fun layout that is different to other maps
    3. Large amount of opportunities for teamwork and smokes
    4. Large amount of wall bang spots

    Rotation times stand at about:

    • 12 secs through CT
    • 10 secs through Mid

    Download: http://steamcommunity.com/sharedfiles/fi…s/?id=553156940

  • hamilton5
    • November 14, 2015 at 3:13 AM
    • #2

    de_lumber

    http://steamcommunity.com/sharedfiles/fi…s/?id=289481917

  • Quotingmc
    • November 14, 2015 at 12:18 PM
    • #3
    Quote from hamilton5

    de_lumber

    http://steamcommunity.com/sharedfiles/fi…s/?id=289481917

    Wasn't aware of this, my bad.

    May rename de_sawmill

  • Quotingmc
    • November 14, 2015 at 3:27 PM
    • #4
    • Renamed to de_sawmill
    • Redesigned back of B:

    Before:

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    After:

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  • Logic
    • November 14, 2015 at 8:27 PM
    • #5

    Theme already looks great! It will be fun to see this detailed in the future.

    I already love the saw blade on B :v

  • Quotingmc
    • November 14, 2015 at 9:13 PM
    • #6
    Quote from Logic

    Theme already looks great! It will be fun to see this detailed in the future.

    I already love the saw blade on B

    The saw blade has been a hit, debating releasing a version that does damage if you touch it :P

  • laminutederire
    • November 14, 2015 at 10:39 PM
    • #7
    Quote from Quotingmc

    The saw blade has been a hit, debating releasing a version that does damage if you touch it

    maybe put a button that you can press to trigger its deadly power? :D

  • Quotingmc
    • November 15, 2015 at 11:04 AM
    • #8

    Working on a new T entrance to mid and add the walkway above (not accessible) :

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  • Quotingmc
    • November 15, 2015 at 1:44 PM
    • #9

    Trying out some dust effects, what looks best?

    Original:

    Quote

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    Dust Effect 1:

    Quote

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/400053744929787814/E4D5E1BEAB984CCEF15CC6F81983D750B7E731AA/]

    Dust Effect 2

    Quote

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  • Logic
    • November 15, 2015 at 2:11 PM
    • #10
    Quote from Quotingmc

    Trying out some dust effects, what looks best?

    The original :P

  • Quotingmc
    • November 15, 2015 at 2:51 PM
    • #11
    Quote from Logic

    The original

    Your a visibilty over visuals guy? :P

    Currently favouring a toned down dust effect 2. Has tiny effect on visibility but is enough to make the room look dusty and like the saw has been producing wood dust.

  • Logic
    • November 15, 2015 at 4:07 PM
    • #12
    Quote from Quotingmc

    Your a visibilty over visuals guy?

    Currently favouring a toned down dust effect 2. Has tiny effect on visibility but is enough to make the room look dusty and like the saw has been producing wood dust.

    I am

    I barely noticed the effect on #1, but #2 looks way to distracting in my opinion. I prefer visability at this stage, but if you found a toned down version of #2 that you liked you could try it out anyways

  • Quotingmc
    • November 16, 2015 at 7:25 AM
    • #13

    For now I am scraping the dust, getting an fps drop inside it from 230 down to 30

  • Panda
    • November 16, 2015 at 7:26 AM
    • #14

    I tried the "Dust Effect 2" and I got a massive fps drop (from 300 to 40) so I agree with Quoting, maybe toning it down a bit. Make it so that there is an equilibrium between visibility and fps.

    The map is looking good but I would stretch it out width ways and create more areas in which you can throw smokes safely. At the moment the only place is T spawn.....

  • Logic
    • November 16, 2015 at 1:45 PM
    • #15

    Just tried the map and at this stage I don't think it would play very well. CT's and T's meet on the bombsites and there is basically no time to set up. I also feel like the CT entrances are way weaker than the Terrorist's

    They also peek mid at the same time, which makes it really hard for CT's to hold and T's has way stronger lines of sight into mid.

    This is just speculation, but I think playing this map as a CT would be really hard. I'd like to run around with another person in order to get a grip of the exact timings though. I might have gotten something wrong.

    Ohhh, one more thing!

    Quote

    If you have usable doors that look like this...

    ...don't have detail that looks the same!

    It messes with my head

    Happy mapping!

  • Quotingmc
    • November 16, 2015 at 4:56 PM
    • #16

    Thanks for the feedback, I am planning on redesigning the T side of the map including moving back T spawn as they reach B and A too fast. Will change door texture too :)

    Quote from Logic

    This is just speculation, but I think playing this map as a CT would be really hard. I'd like to run around with another person in order to get a grip of the exact timings though. I might have gotten something wrong.

    Add me and you can join us, we test it regularly between a small group of us :)

    http://steamcommunity.com/id/Quotingmc

  • Freaky_Banana
    • November 16, 2015 at 7:11 PM
    • #17

    Heyho,

    so I had a run around the map doing some exploit hunting :D .

    This is what I found:

    multiple game-breaking selfboosts all around the map, a not properly lined up radar, ridonculous wallbangs (and I bet those were NOT intended :D) and also no collision props.

    I would suggest to you to just player clip all of the roofs, fixing the models (the sign in B-site and the box towards T's mid exit in that small room (from which I found an awesome one-way wallbang to where the CT's sniper is going to defend mid presumably)). For the rest of the wallbangs it could be benificial if I just joined that testing group to show you ^^.

    I have to mention here that I love the map's theme and that I really like the architecture, so keep going :) please !

    Cheers!

  • Quotingmc
    • November 16, 2015 at 7:56 PM
    • #18
    Quote from Freaky_Banana

    Heyho,

    so I had a run around the map doing some exploit hunting .

    This is what I found:

    multiple game-breaking selfboosts all around the map, a not properly lined up radar, ridonculous wallbangs (and I bet those were NOT intended ) and also no collision props.

    I would suggest to you to just player clip all of the roofs, fixing the models (the sign in B-site and the box towards T's mid exit in that small room (from which I found an awesome one-way wallbang to where the CT's sniper is going to defend mid presumably)). For the rest of the wallbangs it could be benificial if I just joined that testing group to show you ^^.

    I have to mention here that I love the map's theme and that I really like the architecture, so keep going please !

    Cheers!

    Display More

    Fixing right now!

  • Quotingmc
    • November 17, 2015 at 8:50 PM
    • #19

    Lots of changes based on playtesting:


    T spawn has been moved back considerably changing the timings. Initial testing suggested strong T bias so I hope that this update may have fixed that.

    New mid to B connector and CT entrance to mid

    Quote

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    Consequently the window was moved

    Quote

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    The fence at the back of A has switched sides

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    T entrance to A his been enlarged and squeaky has been shortened

    Quote

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    Workshop is up to date, any feedback is still greatly appreciated!

  • swst.turn
    • November 18, 2015 at 9:30 AM
    • #20

    I ran along map, here some thoughts:

    First of all squeaky is way to slow and narrow, Ts will be exterminated there through spammable windows, also squeaky fence isn't clipped, btw CTs can spooky hide behind the door :D

    Quote

    [Blocked Image: http://i.imgur.com/V4fG7qV.jpg]

    In my opinion A for CT is very hard to hold, there is heavy lack of covers. If T will have middle and push A from 3 directions (mid, main, squeaky) CTs have no chance to defend site, add here rotation time of CTs about 15 seconds (roughly measured) and you will get easy rounds for Ts. Also Ts can boost and pick CTs behind wood stack through middle to A connector windows.

    I think it's possible to increase awesomeness of saw blade on B by turning it into a cover, if remove second(central) way for Ts, cause I think it's give a advantage for Ts (imagine to hold 5 men rush from 2 ways with almost same timings) and creates too easy flanks for CTs.

    Also CTs can easily pick Ts going from Mid to B, very confusing sightline for Ts, please fix:

    Quote

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    Some other issues: not all stairs clipped to ramps, incorrectly attached radar, also black textures of glass:

    Quote

    [Blocked Image: http://i.imgur.com/x2cmagq.jpg]

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