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CSGO de_ellora map testing needed!

  • GRiNET
  • August 12, 2016 at 2:50 PM
  • GRiNET
    • August 12, 2016 at 2:50 PM
    • #1

    Hello everyone!

    This is my first ever CSGO map. I am doing a demolition map with inspiration from Aztec.

    I need help with gameplay feedback and therefore I am posting the map here to you, if you would like to test it out you can download it from the workshop.

    This is an early alpha of the map so the only things here are basic geometry and lighting.

    I am in need of CONSTRUCTIVE feedback regarding gameplay, balance and flow in the level.

    Please let me know what you think!


    Hello again!

    This is my map at the moment based on feedback and playtesting.

    The map is coming together with a reworked middle section and A site.

    The major reworks are A site as a whole, removing useless space, unecessary pathways and cover.

    Some pillars in Hallway at B are removed to reduce cluttery.

    B site pillars have been removed and graffiti added to bombsites.


    (Old Screens): http://imgur.com/gallery/d2Deg


    New Screens: http://imgur.com/gallery/5tE1p

    Map: http://steamcommunity.com/sharedfiles/fi…s/?id=742262472

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  • spa
    • August 15, 2016 at 7:43 PM
    • #2

    Hey man, i quickly ran through and have some feedback you can maybe use.

    T starting area is very tight for 5 players spawning there and its just a long run before any decisions are being made (its similar to nuke but i find that bad nonetheless)


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    I find that the A site is simply has too much going on in terms of players hiding from pretty much all angels. Maybe its more clear when playing for real but this is my gut reaction to the site. And try out some more angled shapes/corners perhaps to help shape the arena like nature of the space. I can see it being cool with some sort of elaborate temple facade though :)


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    The way the staircase in the middle appears like that in the space is very awkward - it should be pushed way back or the stair im coming down from should be moved to the right so theres a more clear path.


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    This lower crate looks climbable but that doesnt seem to be the case even with crouch jump. If its not supposed to be climbable make it taller


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    I conceptually like that B is the more straight forward site and A is more "complicated", but the contrast is just a bit too high atm. Also the tight placement near the pillar is interesting. However i wonder if the Ts cant simply place one smoke on the corner and then have perfect cover to plant ?

    Okay, just some loose observations, hope it helps and good luck :)

  • GRiNET
    • August 15, 2016 at 8:07 PM
    • #3

    Hello and thank you very much for testing!

    I appreciate the feedback and that you used the screens to point out the problems.

    T-Spawn runtime is a deliberate choice even though I know some people despise it.

    Regarding the A site I understand the feeling that there is too much going on, even though I personally find it too empty when removing, for example, the triboxes.

    I am trying to make it get a more temple look and the ramp you noted was awkward have been remade.

    It's smaller and is now a staircase instead of a ramp. Good point that I maybe should push it further away! I will take this in consideration!

    The smaller crates in the levels are jumpable with crouch jump!

    Regarding the B site and the corner smoke issue, do you have any suggestion on how I can improve it?

    I think the CT can jump on the ledge and shoot through the smoke, much like when T's smoke end of tunnel at Dust_2 and run out.

  • spa
    • August 15, 2016 at 8:20 PM
    • #4
    Quote from GRiNET

    6 minutes ago, GRiNET said: Regarding the B site and the corner smoke issue, do you have any suggestion on how I can improve it?

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

    Maybe this could work? or some other way o f getting the CT's around the pillar from a safe position ?

    Quote from GRiNET

    9 minutes ago, GRiNET said: T-Spawn runtime is a deliberate choice even though I know some people despise it.

    Thats totally fair, but i do feel its a bit tight for 5 players - so are the tight spaces with the A and B sign.

    Quote from GRiNET

    7 minutes ago, GRiNET said: The smaller crates in the levels are jumpable with crouch jump!

    i guess im just a noob then ;) i swear i tried!

    Nice that some of it was useful!

    I wanna stress that i really like how the bombsites have potential to stand out and the rest of the level are spaces that lead to those key points. Theres alot of levels where the sites dont really stand out at all and is just another space in the level that happened to be a bomb site.

  • GRiNET
    • August 15, 2016 at 8:35 PM
    • #5

    I like the idea with the ramp very much, I'll do some testing and see how it goes!

    I will look into a rework of the tight corridor.

    Thank you for the kind words!

    Try jumping again! ;)

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