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de_contract

  • Quotingmc
  • February 28, 2016 at 12:28 AM
  • Quotingmc
    • February 28, 2016 at 12:28 AM
    • #1

    De_Contract

    De_Contract is my latest custom defuse map for CS:GO. I am currently looking for any feedback that may help improve the map. I have not yet clipped the map fully so there may be a lot of places to escape. I plan to submit for a playtest and create a radar once I get sufficient feedback on the layout.

    (OUTDATED below. See comments for more recent!)

    Workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=632376096

    V2b Images:

    Quote

    A Site:

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316746666074496297/5663EDCE3B1494E6349F9FD1FBC54F0B9335E67A/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316746666074492799/078FAAF9ED49FC44648351F80146D7A169EE08AF/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316746666072665203/B795F820B624883629E781A158B246D48BF70227/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316746666072665701/B4E9A6665C1157F0A19DE8FCDEBD6B5225906C68/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316746666074496523/E9805D34834413351DAE52449A5119264B440AB1/]

    B site:

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316746666074501999/CD029CCF5CDBDCC7938D67F705887C8C28379CD0/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316746666074507102/922FCC23CE3B837AB2CB5193DAFDB2866904E71D/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316746666074502136/2AF460D32B71D4E72ABAF93C903F5B5B0A2BFA21/]

    Mid:

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316746666074506769/E201159B69EBF488A029578C15CD67C83E1D77AA/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316746666074501346/19E8C8C190BAC9BDE6CD1A7CAA32F68E4E9FB4CD/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316746666074493425/3982999669FA42E101C95E4DB45D18056B555BB2/]

    Other:

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316746666074493294/63F1B16A01EBFC1CEA17184950A86374A42C6EAF/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316746666074501858/AF2D5AF29564522C7373739A11D99F54C9086663/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316746666074501668/EC84E9DF360EA63A53032F039BAF27F4C664BC4D/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316746666074506631/0919E57DF7BC281FB178BB688FC89387B7408225/]

    Display More

    Radar:

    Quote

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316746666074613137/A7E02001A40BF119BC31D217401E2963E389935A/]

    Please note this is an outdated image. Please use as only a rough guide!

  • Guest
    • February 28, 2016 at 1:22 AM
    • #2

    I'm not a fan of the invisible walls on the APC in the lower bombsite. It also has some really narrow, awkward angles. You need to do put it in a shipment container or something, like the one in A Site on Cache.

  • Quotingmc
    • February 28, 2016 at 8:58 AM
    • #3
    Quote from Wrakk

    I'm not a fan of the invisible walls on the APC in the lower bombsite. It also has some really narrow, awkward angles. You need to do put the it in a shipment container or something, like the one in A Site on Cache.

    Thanks for the feedback. I will look to improve the way the APC plays. I would like to not have to cover it all up but it may benefit that gameplay

  • Quotingmc
    • February 28, 2016 at 11:57 AM
    • #4

    Started to refine Bombsite-A and the CT to A Connector. I also started to work on a colour palette and applied some test textures.

    Any feedback would be much appreciated!

    Images:

    Quote

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316746666076540231/DF6B0847985A576F6CBAD41C2AF9CD026568DA0B/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316746666076539747/8104E32BC36BBB2341EDBB5865D9A696724AFDED/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316746666076539995/C0A88A1BA14B42FCD0E6D0A01737F6E700A6F3E2/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316746666076540117/FC1C18260EC19D9F1FBC415E72C51201AC6B493F/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316746666076539882/69EA07086AEA920E8F3D64C36E8157CB41117F7C/]

    EDIT: Here is a temporary overview

  • Freaky_Banana
    • February 28, 2016 at 5:31 PM
    • #5

    First off, I haven't played the map, but judging from the screenshots, why not make the APC walkable? My only concern here is an awkward headpeak possibility.

    Otherwise the screenshots look really nice!

  • Quotingmc
    • February 28, 2016 at 6:18 PM
    • #6
    Quote from Freaky_Banana

    First off, I haven't played the map, but judging from the screenshots, why not make the APC walkable? My only concern here is an awkward headpeak possibility.

    Otherwise the screenshots look really nice!

    Lots of odd angles, the current way seems to work better

  • Freaky_Banana
    • February 28, 2016 at 6:25 PM
    • #7

    ok. But then I would also block it off entirely.

  • Quotingmc
    • February 28, 2016 at 6:27 PM
    • #8
    Quote from Freaky_Banana

    ok. But then I would also block it off entirely.

    I don't think a little bit open is too bad. It looks a lot better, less generic box and doesn't tend to affect gameplay. If it becomes an issue I may change.

  • Logic
    • February 29, 2016 at 12:08 PM
    • #9

    I really like the way this looks! :D

    One thing though:
    To me it seems like most of the angles on this map are really short and routes has a ton of twists and turns judging from the overview. KennyS will not approve Are there any long angles that might fit an AWPer?

  • Quotingmc
    • February 29, 2016 at 5:30 PM
    • #10
    Quote from Logic

    I really like the way this looks!

    One thing though:
    To me it seems like most of the angles on this map are really short and routes has a ton of twists and turns judging from the overview. KennyS will not approve Are there any long angles that might fit an AWPer?

    I have spent a while trying to reduce angles, a lot of people in playtests have criticised it for having them as the go to weapon for CT was always the AWP. There are still a considerable number to play. The overview is a bit deceiving, however i will add some more if it becomes an issue..

  • Quotingmc
    • February 29, 2016 at 9:23 PM
    • #11

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316747095350752361/DDA722D332D371ECCDB405EA65BF147F89D5EE7A/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316747095350753202/0F64B5CCF61D94AFB53049D739ECA232C624A07B/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316747095350752837/5B7B3D6F07E16FC867D8149D1F2401D2F98BC647/]

  • Quotingmc
    • March 6, 2016 at 12:45 AM
    • #12

    New Update!

    Still very WIP. Mostly worked on balancing the map and opening everything up a lot more. I have also simplified a lot of areas that were too complicated before. Have a long list of fixes still to make but here is a start. Some major nodraw errors and missed clipping.

    Would really like some feedback, workshop link is up to date in OP.

    Lots of Images and text inside:

    Quote

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316747301007713268/337196C02BDC22ED21C57E47171717538FD7B274/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316747301007713400/F0777A23D14EC13E5A905C2410D757AA9BF886A6/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316747301007716593/58F1EE374E2F2FB4CC566B62AD9D94CAE08302DA/]

    New B Mid/T connector to replace the claustrophobic room.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316747301007713652/46E069F5D0071BB743473FFD409FF733F1F280E2/]

    Far more Open B site, still need to add some more height variation and extend site for more diverse bomb plants.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316747301007712989/9AF7365E2843AF4A9C9EE2C89AB852CDDD86E555/]

    Simplified mid and adjusted a few tight angles.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316747301007712854/C0539D34F5DF4D44CD93392B23E61E62101A682D/]

    De-cluttered T entrance into A site.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316747301007712655/498DB1F336625B3973A8247F2D122BB7BB31D224/]

    New back of A for T's. Heavily WIP.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316747301007713118/A3856AF396657DA7B3832D0E2135A94541F468E3/]

    Some experimenting.

    Display More

    Still on my to fix list (a lot):

    Quote
    • Fix Main Crate On A
    • Remove Random Clip Brush On A
    • Fix NoDraw In T Spawn And CT Mid
    • Polish T Back Of A
    • Raise Door For CT Entrance To A And Sight Line Through It
    • Add More Height Change
    • Completely Redesign T spawn (More Open And Less Corridors)
    • Add Some Recognisable Features/Big Structure
    • Un-solidify Railings To Bullets For Less Rage-Inducing Fights
    • Fix CT To Mid Geometry And Angles
  • Quotingmc
    • March 6, 2016 at 12:33 PM
    • #13

    I have made some more changes following some play-testing with friends. Map is generally more open than before with a less cluttered feel. I have some big plans for improvements and visuals which I hope to how soon. Still appreciate some feedback!

    New Radar:

    Quote

    Images:

    Quote

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316747301010972777/3EA0CD652080380A1E76FFF4AE506E8DBF095624/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316747301010972411/9E3E56AAE3618963D1E192D6012B9DD288C4039D/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316747301010972991/F066D3917BFD8189432D9D35FE843A0A728BACD0/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316747301010972884/B27B9A047FF6A331BB679C6998E48A07433A6B36/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316747301010972663/C25FD8158B1CC35497060602415E25AF32F023E8/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316747301010972286/FE4748E6CB1EB2EB19947EE79B687539E2EB5896/]

    Display More
  • wylde
    • March 8, 2016 at 3:56 PM
    • #14

    What an update! I just hopped in here to check the progress of this since those sawmill screenies first gave me a map rager. I was looking through the early posts of this and wanted to say that it looked so aesthetically promising but that layout was way too complicated. But this updated overview looks much more like a balanced, fun competitive map! These new nuke assets are gonna make for some great maps.

    WILL THERE BE A GIANT SAWBLADE SOMEWHERE?

  • Golden Bit
    • March 8, 2016 at 4:31 PM
    • #15
    Quote from Quotingmc
    Code
    1.to is stupid I do not know if the map of the workshop itself updates XD
    2.map is balanced but I found two places one for terrorist and one for both teams that are not very balanced
  • Quotingmc
    • March 8, 2016 at 4:49 PM
    • #16
    Quote from wylde

    What an update! I just hopped in here to check the progress of this since those sawmill screenies first gave me a map rager. I was looking through the early posts of this and wanted to say that it looked so aesthetically promising but that layout was way too complicated. But this updated overview looks much more like a balanced, fun competitive map! These new nuke assets are gonna make for some great maps.

    WILL THERE BE A GIANT SAWBLADE SOMEWHERE?

    I may have to have some sort of reference to sawmill. Thanks for the compliments, I am really enjoying using the new nuke assets! They are all nicely clipped and the recolouring is a real bonus. Pitty there are not to many new textures, I am struggling on that front.

    Quote from Golden Bit

    Care to explain which spots are not very balanced?

  • Quotingmc
    • March 10, 2016 at 4:35 PM
    • #17

    Experimenting with some ideas:

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316748014337063644/7F7607B8BFD8B6F288123DD455E9885495627419/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316748014337063819/462C2152E0C372F1BB61C7B46834146432856242/]

    (Credits to Yanzl for the rock props)

  • Freaky_Banana
    • March 10, 2016 at 4:47 PM
    • #18
    Quote from Quotingmc

    Experimenting with some ideas:

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316748014337063644/7F7607B8BFD8B6F288123DD455E9885495627419/]

    I am totally digging it :D !

  • Klassic
    • March 10, 2016 at 4:49 PM
    • #19
    Quote from Quotingmc

    Experimenting with some ideas:

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316748014337063644/7F7607B8BFD8B6F288123DD455E9885495627419/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/316748014337063819/462C2152E0C372F1BB61C7B46834146432856242/]

    (Credits to Yanzl for the rock props)

    Really like this style! Keep going!

  • Quotingmc
    • March 10, 2016 at 4:54 PM
    • #20
    Quote from Klassic

    Really like this style! Keep going!


    Quote from Freaky_Banana

    I am totally digging it !

    Thanks Guys! About to do CT, hopefully going to look awesome

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