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CSGO - De_Climate WIP

  • soldierrob
  • February 1, 2016 at 3:17 PM
  • soldierrob
    • February 1, 2016 at 3:17 PM
    • #1

    Hey everyone, since one month I have been working on another map.

    It's like my 8th time I restarting from scratch but it has been good for learning.

    workshop link:http://steamcommunity.com/sharedfiles/fi…s/?id=586264272

    Rotation times A > CT > B = 17 s I could change it to 14/15 s

    A > MID > B = 13 s

    A > T > B = 24 s

    Both sites have 4 entrances leading from 3 paths.

    Overview:

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/357275885712322370/138664FE9A42BACDCDC6BBD12925C3C635B91259/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/357276631074339663/BD7677460D7E18B7C8917F295535C4D71AEBA3C6/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/357276631074340103/316C673DE0D0CDBE63C505BA8405BCAE44FC84F0/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/357276631074339936/3021A4CCE3AD26FB4182037B5A98CC589727D290/]

  • El_Exodus
    • February 1, 2016 at 3:24 PM
    • #2

    Haven't had a run around your map yet, but a small tip for the presentation of your map: Use the command cl_leveloverview (value between 3 and 6 should be fine) to show your layout off better.

  • Tyker
    • February 7, 2016 at 9:23 PM
    • #3

    This map was a lot of fun to play. The height variations were really nice, and made the angles fun to hold and take!

  • jackophant
    • February 8, 2016 at 10:02 AM
    • #4

    I was genuinely impressed with this map and really enjoyed playing it.

    My main cause for concern is the upper B area. I understand what you were trying to do from what you explained, but personally I think the door really doesn't work. At least in it's current state:

    • It's very loud
    • The activation trigger is too large
    • The vertical door motion reveals you feet/legs/body/head
      • You can be shot at before having any real angle to work with
    • The size of the balcony forces you to step outside the door to be able to get an angle on anything other than T main entrance into B
      • But as everyone knows you are there, you're walking into a shooting gallery

    I'd also maybe move the entrance to the upper level into the connecting room from CT spawn into B, rather than it's own room - I think this would allow a passive CT more options to work with.

    Aside from the upper B area, I would maybe make the aggressive T drop area a little easier for CTs to defend. Right now, a T can step to the very edge of the ledge, to shoot defensive CTs in the side of the head on mid and then strafe back to freedom almost unpunished. Perhaps don't have the floor extend to the edge of the wall? Like so (green upper area, red lower area):

    [Blocked Image: http://i.imgur.com/qyCxy2Y.png]

    Some people mentioned about flanking last night but I think sometimes flanking is more an issue of lack of team cohesion and not properly understanding the map's meta (because people are new to it). I think your map falls into both those categories rather than it having too many routes and it's impossible to control a flank.

    The layout for the bombsites is also a little samey. Not massively, but both have a T main route, a CT entrance route an upper level and a route off mid. Just something to bear in mind, but as I'm mentioning it, maybe just remove the controversial upper B area in favour of something ground floor like D2 B plateau ;)

    Otherwise I would suggest maybe doing a little more detailing and see about getting lots more playtesting done! I wouldn't make too many minor changes about things you personally think might need changing, especially if they weren't picked up on in the PT. Getting it a little more detailed would allow you an r/GlobalOffensive reddit test and you can generate some heat maps and lots of good stats from it. As we discussed last night on steam, I've seen a lot of good maps iterate away from what made them good in the first place!

    Good luck!

  • soldierrob
    • February 8, 2016 at 1:27 PM
    • #5

    Thanks for the feedback :D

    Time to go to work ;)

  • soldierrob
    • February 9, 2016 at 11:34 PM
    • #6

    Update on the workshop:

    Some small tweaks to some areas and added detail.

    http://steamcommunity.com/sharedfiles/fi…s/?id=586264272

  • Logic
    • February 10, 2016 at 12:09 PM
    • #7

    I played like a scrub in the playtest session, so I wasn't having the time of my life at the time. That said, I think it's really balanced for being a first release! Good job!

    The only thing that I dislike is the door and top position on B. It's a detour for CT's when retaking the site and you can't get up there without going around through CT spawn, not even by boosting. I think the site would play just as well without it.

    Also, I noticed that there was barely any clipping on the outside areas of the map. If you want to test the map in a competitive 5v5 when you can boost on-top of people, make sure that everything is unaccessible beforehand.

    Good job so far! Logic out!

  • soldierrob
    • February 10, 2016 at 1:04 PM
    • #8

    What if I change it like this the rotation time through ct will be shorter and quicker to the room with the door

    [Blocked Image: https://photos-3.dropbox.com/t/2/AABVNPSxWhooWmxpYQDfBqTVrbCRNn-BSOvSVFhLlopvXg/12/279222319/jpeg/32x32/1/_/1/2/2016-02-10_00001.jpg/ELnXsIsCGPwKIAIoAg/ZtP-qnBg8YtcoZybYFL_gfB2E_B-OrsrWd5rGkZC8O8?size=1280x960&size_mode=3]

  • jackophant
    • February 10, 2016 at 1:05 PM
    • #9
    Quote from soldierrob

    What if I change it like this the rotation time through ct will be shorter and quicker to the room with the door

    [Blocked Image: https://photos-3.dropbox.com/t/2/AABVNPSxWhooWmxpYQDfBqTVrbCRNn-BSOvSVFhLlopvXg/12/279222319/jpeg/32x32/1/_/1/2/2016-02-10_00001.jpg/ELnXsIsCGPwKIAIoAg/ZtP-qnBg8YtcoZybYFL_gfB2E_B-OrsrWd5rGkZC8O8?size=1280x960&size_mode=3]

    link doesn't work or whatever it's meant to be.

  • soldierrob
    • February 10, 2016 at 1:46 PM
    • #10

    https://www.dropbox.com/s/dqy5ht3r448j…_00001.jpg?dl=0

  • jackophant
    • February 10, 2016 at 4:42 PM
    • #11

    Looks like it could work as long as the it hasn't effected timing too badly from CT spawn to the site.

  • soldierrob
    • March 24, 2016 at 6:17 PM
    • #12

    Hey so I'm kind of clueless on what to change on the layout I did some small tweaks and added some more details.

    Still not satisfied with A site

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2886017012…8C5DED393D6CDE/]

    Workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=586264272

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