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CS:GO (WIP) De_Caravan

  • Tynnyrimpi
  • July 8, 2016 at 3:55 PM
  • Tynnyrimpi
    • July 8, 2016 at 3:55 PM
    • #1

    De_caravan is map based on train line's final stop, loading station and train repair station, where two full fuel tankers have stopped, and taken the attention of both criminals and polices. Terrorists Try to destroy fuel tanks and the whole station with it, while Counter-Terrorist forces try to defend both fuel tankers.

    I need feedback on everything but out-of bounds glitches. Thank you. (Also the map name could be changed to something more, fitting and unique...

    Steam link

  • Niller^.-
    • July 9, 2016 at 2:46 PM
    • #2

    Hey Tynnyrimpi. Posting pictures of your map here directly, will more likely than not increase the interest from people. You should change the map picture on the workshop to a cool screenshot which represents your map, and thus not some animal. Regarding the overview of your map, you can make a better one ingame using the cl_leveloverview command. 1) Open your console 2) sv_cheats 1, r_drawviewmodel 0, cl_drawhud 0, noclip, cl_leveloverview 4 (if you can't see the whole map, increase the number) 3) Move around with a,s,d,w to line up the view correctly. If you can't see everything properly, try to reposition yourself (with cl_leveloverview set to 0). I'm uncertain of whether a better approach exist, but it will definitely provide you a better result than your current method :) I've spent a little time running around your map. Generally I like the concept, however there is room for improvement. Here's my feedback: First of you have a lot of empty space in the map. Consider the two spawns and the underground as examples of this. All this empty space adds to a very crucial flaw of the map, that is the rotation time. It seems to take roughly 25 seconds to get from one bomb site to another which is simply too much. You should aim to have the rotation time closer to 15 seconds (this is simply a guideline since it depends on the map as a whole). The drop/jump-up room from underground (screenshot 6) is neat, but requires 5 jumps, which it personally finds to be too much. Try to aim for 3 at max. You could probably achieve this by lowering the height of the underground. The entrance to B for T's seems highly unfair for T's. All these windows and the long (relative) small path into B seems to be too much. Consider if blocking of the windows would be better. This is however simply speculation. You should consider requesting a playtest of your map (preferably after working with this feedback). You can find the playtests here:


    Hope this feedback can help you :)

  • Tynnyrimpi
    • July 9, 2016 at 6:50 PM
    • #3

    Thank you for all the feedback. I am working on making B site more closer to A site, although it is very hard, underground is the biggest concern. I try to make the balance between rotation speed and safety, but I agree on point of it being too slow (not as much as 25 seconds though, more like 20+ secs)

    What comes for B site, T:s are so slow to get to the site that CT:s can rush too much, so I added the windows to force CT:s to hold back or smoke the windows in order to push, but when doing so, T:s know what CT:s are up to, it worked fine on 1v1:s

    For the empty space, I only understand spawns for being such, other parts of the map have always a meaning or stuff in them, I don't want the map to feel to claustrophobic, but If you feel so I have to work on that too.

    And thanks for telling me that dropwindow fact, will add some plywood to delete some jumps.(I can't make the floor higher or drop lower, or roof is too low and the map feels off)

    For what comes to direct photos, I did not even realize I did not post them. I had imgur gallery of better layout screenshots, not sure where it went out to. Thanks for telling me it's missing. (I rather use SDK to take screenshots, as I can hide everything I don't need to see, whilst your choice can help, it's way easier and faster to do it my way for start)

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