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de_tracks

  • Roald
  • April 27, 2019 at 1:29 PM
  • Roald
    • April 27, 2019 at 1:29 PM
    • #1

    While on the search for a enviorment artist for Resistance I have came up with a new concept de_tracks.https://steamcommunity.com/sharedfiles/fi…/?id=1836479638

    Basicly I wanted to create something mechanic. My first idea was to make parts of the layout change when you enable a trigger, but scrapped that idea pretty quickly. But it was no waste, since it brought me these tracks that can be repositioned easyly and bring some cool dynamic to the map and connects parts on a interesting way. I started with this idea on midle and just worked my ways trough the bombsites and spawns in one go and got this concept + itteration in only two days. Its not been tested with actual humans and I am planning on doing that any time soon. I am not sure about the exact theme, but the basics are there. Enjoy! Some usefull nades: https://imgur.com/a/L8uH3Gp

    midle (from CT window)[Blocked Image: https://i.imgur.com/gTyNXIV.jpg]

    midle (from below window)[Blocked Image: https://i.imgur.com/JWdfLl5.jpg]

    Midle from T entrances[Blocked Image: https://i.imgur.com/2OhBd4x.jpg]

    A site[Blocked Image: https://i.imgur.com/PozOePE.jpg] CT spawn[Blocked Image: https://i.imgur.com/WC09LhL.jpg] B site (from T main path)[Blocked Image: http://i.imgur.com/SSImoxU.jpg] Trying out something new. This is the T connector from B -> A and since its a very small map I was thinking of removing it but then considered using these sliding doors which make sound and also block a long seightline[Blocked Image: https://i.imgur.com/OYZRAOp.jpg]

    Thanks for Terri for making my life a litle easier with the auto radar![Blocked Image: https://i.imgur.com/xDbvYLa.jpg]

  • SuicidalFennec
    • April 27, 2019 at 4:47 PM
    • #2

    This looks amazing!

  • BetterChoice
    • April 27, 2019 at 11:47 PM
    • #3

    Potentially de_train2? :)

  • fewseb
    • April 28, 2019 at 1:09 AM
    • #4

    I like the use of crates/boxes on rolling platforms going along a small rail line, very creative way of making cover, the overview also demonstrating some interesting angles.

  • That50'sGuy
    • April 28, 2019 at 5:23 PM
    • #5

    It looks really nice! I especially love what you did with the skylights!

  • Interfearance
    • April 28, 2019 at 6:46 PM
    • #6

    @Roald I think we both love trains and non standard layouts!

  • Roald
    • August 16, 2019 at 7:23 PM
    • #7

    I have had several playtests, the last one was very long ago, but still had the paperlist with feedback laying on my desk and feld like working on it, so here an update:https://steamcommunity.com/sharedfiles/fi…/?id=1836479638

    [Blocked Image: https://i.imgur.com/LsIO76L.jpg][Blocked Image: https://i.imgur.com/KklpqM7.jpg][Blocked Image: https://i.imgur.com/wS3Y1LU.jpg][Blocked Image: https://i.imgur.com/rvjHJWL.jpg][Blocked Image: https://i.imgur.com/iVSkLNs.jpg][Blocked Image: https://i.imgur.com/Rf0p8ff.jpg]

  • blackdog
    • August 16, 2019 at 7:55 PM
    • #8

    Looks great!

    do some of the carts move? I was trying to imagine recently how moving bomb sites would be like. Guess was because I looked at some TF2 screens :)

  • Roald
    • August 17, 2019 at 12:07 AM
    • #9
    Quote from blackdog

    4 hours ago, blackdog said: Looks great!

    do some of the carts move? I was trying to imagine recently how moving bomb sites would be like. Guess was because I looked at some TF2 screens :)

    Well since its CS:GO I probally wont make them carts move :D I do have a sliding door though! I hope thats cool enough for ya

  • blackdog
    • August 17, 2019 at 3:44 AM
    • #10

    Just checking since you were talking about randomization. I could see carts switch spots every map load to give a couple different looks to choke points. I would at least like to try and see how some (slow) moving cover would affect the gameplay.

    I know most CSGO players like things set in stone, although I remember good ol' Havana: it worked really well imo.

    I was thinking back to it as well, and I think that if randomization is kept to a minimal, and players can see from the very start what version of the map was loaded, it is possible to play even competitively.

  • Interfearance
    • August 17, 2019 at 5:40 AM
    • #11

    @blackdog Having thought of every uncompetitive idea at least once in my life, this was a thought I had as well. However:

    -Prefiring is killed, especially if randomization is at choke

    -New players might be very confused when learning the map due to its key battlegrounds changing each round.

    -Many smokes and other nades lineups are rendered impossible due to lack of certainty of cover placement.

    I actually enjoy these ideas, but a good rule of thumb is to keep things predictable and controllable by the player. Randomness is very tilting to play with in a competitive environment (think uno).

  • Roald
    • August 17, 2019 at 9:17 AM
    • #12

    I also love those ideas, thats why I started this layout to bring in dynamic ideas, but then quickly find out its not going to work and making things hella difficult. (I had moving gondolas at the Avalanche map ?) So.. I keep things static which most csgo players prefer and organise a test afther the contest to see how it plays now.

  • blackdog
    • August 17, 2019 at 11:35 AM
    • #13
    Quote from Interfearance

    17 hours ago, Interfearance said: @blackdog Having thought of every uncompetitive idea at least once in my life, this was a thought I had as well. However:

    -Prefiring is killed, especially if randomization is at choke

    -New players might be very confused when learning the map due to its key battlegrounds changing each round.

    -Many smokes and other nades lineups are rendered impossible due to lack of certainty of cover placement.

    I actually enjoy these ideas, but a good rule of thumb is to keep things predictable and controllable by the player. Randomness is very tilting to play with in a competitive environment (think uno).

    Those are of course concerns, but that’s why I said players need to understand from the start (spawn) which scenario they are in. If done well you can still have lineups… just of course you’d need to learn more. Also prefire you’d have to learn more angles but it would be doable.

    Of course I imagine most people would be against it :( players are somewhat lazy when it comes down to this

    PS: maybe with the unraked matches there’s a bit of space for more “brawl” maps

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