Oh man, I really love the looks. I just hope the layout is just as nice because this seems like a map I'd seriously love to play on.
Posts by Mvllsk
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Gunkanjima (Battleship Island) has a very unique setting.
http://www.totorotimes.com/gunkanjima/
http://www.haikyo.org/gunkanjima-hashima-island/
http://www.weather.com/travel/news/gu…photos-20130903
Very nice references for anyone that wants some post-apocalyptic theme.
Some highlights:
[Blocked Image: http://cdn.totorotimes.com/wp-content/uploads/2013/01/gunkanjima-block-18-900x600.jpg]
[Blocked Image: http://cdn.totorotimes.com/wp-content/uploads/2013/06/gunkanjima-wood-concrete-900x600.jpg]
[Blocked Image: http://cdn.totorotimes.com/wp-content/uploads/2013/06/beautiful-gunkanjima-900x600.jpg]
[Blocked Image: http://cdn.totorotimes.com/wp-content/uploads/2012/05/x-block-67-gunkanjima-900x600.jpg]
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So I had this idea for a pattern and created this within half an hour in Photoshop.
I wanted to hear your guys opinion about it first before doing a proper pattern with more detail"Constellation"
[Blocked Image: http://cdn.makeagif.com/media/1-30-2015/0N1qJs.gif]
Pattern here: https://i.imgur.com/3AUo0t0.jpg
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There are plenty of great photographs of Santorini on the internet, sure.
But if you need some more inspiration, I recommend you check out "Art Of Motion Santorini" on youtube.
There are annual free runner championships and those guys do run across the roof tops, etc. a lot so you can find great close ups of the architecture in those videos.Here is a great example:
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Really nice, I love the theme.
The layout looks promising.I suggest taking a look at de_overdrive if you havent already. The setting is somewhat different, but it managed to capture that alleyway/asian street feeling quite well.
Good luck
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Okay, so the reason I am removing the underground section is to make the map "smaller". It removes a layer of complexity from the map that had a very forced feel to it. The whole underground section was basically just a connector from A to B and then a big section underneath B for people to wrap around. It was also dark and narrow, which doesnt allow for good play sense in a competitive setting. My goal was to create a map with a more competitive background. And I DO know that the map used to be player competitively. But even back then it wasnt necessarily the most favored map by teams and also the game has changed quite a bit in a way. Also I simply wanted to force the map into the 2-1-2 style because I do believe it makes for better game play. That is also the reason I removed the connector from mid but added a stair case next to the bridge that allows a connection from river to CT. Due to the added bend and the removal of the sniper house for cts, mid is now much more contestable and an essential part of the map. I also moved the entrance from river to B up by quite a bit so the distance from bridge to B is shorter.
In theory, all of this should balance out the two bombsites. A has now 3+1 entrances (counting the balcony above the damm and the damm as one option, then the lower route that is now more connected with the damm route and also bridge to mid + A from CT. I also slightly moved the planting spot to the side and I will add a lot more cover/corners to A, so it will be easier to defend than in previous versions (rather than relying on rotating and back stabbing Ts that were going A from B/underground). B is a bit harder to take with the removal of the underground section but at the same time also more rewarding once you manage to plant. I felt like this was a bonus for Ts and brings a bit more balance into the map.I am looking forward to playtesting this version, ideally in a 5v5 setting but also with the MapCore community after my winter exams in Jan/Feb and see if all my theory crafting works out.
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I know, I just use the CS:S layout as a reference

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So, I started working on a remake of contra. I really liked the uniqueness of the original back in source and I felt like it just needed an update on the layout.
The map has always been very complex with a large amount of choke points and this weird underground system.The one thing that stood out to the map were the unusual rotation paths. And while I am removing the entire underground section of the map, I do keep some of that spirit alive.
Currently I have only a crudly drawn overview to show that is drawn over the original overview of the map (kinda hard to see). I will obviously update ingame screenshots as soon as the entire map is blocked out. I'm still on my scratch book for some areas though so this is the current idea I have for the map:
[Blocked Image: http://i.imgur.com/PhWxbLz.jpg]
The colorscheme is just for me, basically yellow are low walls or fences, the brown wall will be penetrable, blue is water of some sort and white/grey are either doorways or boxes as of right now. The arrows show elevation and are usually locations for ramps or stairs.
As one can see, I have reduced the amount of paths by removing any underground area. I've also fused the paths to A. The swamp is now what was the old short to A and the new upper/long A has been expanded to become a real entrance to the damm. Also, Ive added an even higher vantage point / a balcony to A and also expanded B by adding a balcony. I've added a back area to B that is covered by a thin wall / wood and slightly moved the B entrance from river towards CT ramp. Mid has changed quite a bit. Instead of a straight corridor it now has a bend. I wanted to raise the focus for Ts on mid as a very desirable route because I moved short A and also made B entrance a bit harder. As a reward, the rotations for B to A are now very limited because I removed the quick B river to mid connector. As a result, mid control has a much higher priority now and it should allow the map to be played much more flexible for both sides.
That has all been what's in my head currently though. I need to finish blocking out the map and then my next step will be adding game play elements like cover and entrance desing.
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The lighting is amazing. How many work hours have been put into this map?
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I think the big black triangle in the middle needs to be low enough to allow both sides to throw nades across.
It would definitely allow for more planned takes and could slow down the pace (rushing mid is not as effective anymore)
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If we talk realism, France has more reactors than Germany, but I'd still go for the German theme (Apparently, Nuke is located in Germany as well).
For the name of the facility, I know where you wanna go with the name. "Schwarzwald" would just refer to a real place and might set the expectations for the theme to a different level.
In case you wanna keep it to a more anonymous approach, I'd rather use names that have no direct reference but still sound mysterious (kinda like bunker names for example)."Nordwald" (Lit.: North forest) / "Nordstedt" (Lit.: North town - dialect) / "Stahlberg" (Lit.: Steel mountain) / "Sturmwald" (Lit.: storm forest) / "Grünfels" (Lit.: green rock) / "Tiefenstein" (Lit.: deep rock) all sound like a research facility in Germany or have a nice sound to the name but without refering to an actual place nor having a literal meaning. They are just names that would go well with a hidden facility.
Regarding the map itself, I have an issue with way the theme is applied to the layout. It seems like the way from the courtyard to mid into, what essentially is the reactor core, is too short and just very plain. Removing the corridor from A to Mid would not only make sense, but also help with the gameplay (less intersections at mid). Keep the balcony at A but have it connect to the CT-A connector instead and just leave it as a vantage point rather than an entrance. I'd also block the door way in mid closest to T spawn and force Ts to go the path towards B into mid. Ts arrive at mid before the CTs and can already utilize the entire bottom part of mid anyways. Just make it more controllable and less spread for cleaner game play.
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Well they are all clones. As I said, I'd change a few things to the map (even though I love the overall layout). I might sound hypocritical right now xD
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A few maps with really cool layouts:
de_losttemple
[Blocked Image: http://files.gamebanana.com/img/ss/maps/2752d.jpg]Had its flaws, sure. But the map did such a great job fusing the different areas together and using the map design to its advantage.
de_nightfever
[Blocked Image: http://files.gamebanana.com/img/ss/maps/9693d.jpg]
Probably my favorite map of all time. Even though the map feels so different from any other map, its uniqueness makes this one of the greatest maps of all time.
de_contra
[Blocked Image: http://ekladata.com/tyw3lzwrak4Mc-8CbiZGPKBKBWQ.jpg]Probably my favorite map layout of them all. I'd love a CS:GO remake of this map with a few variations. Actually I was thinking about adapting the layout and make my own map based on contra.
Honorary mentions:
de_desert_atrocity_v3 and de_kismayo
I loved both these maps because they gave me the urban warfare feeling in a dust setting. These maps are not great for competitive play but absolute fun on larger servers and provide great immersion. I used to play on a 64-slot server a lot and those two were definitely some of my favorites.
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After the playtest I can say that the map definitely improved a lot. A few things I and other people noticed:
- The entrance to B is too wide now. Instead of the big chip into the corner, make it a lot less drastic, maybe chose to make both corners for the main entrance round.
- Change the door in B to a window and raise the hallway (add a staircase). That prevents CTs from rushing around and stopping Ts early from two angles. Still alow it to be boostable just to enable a surprise play by CTs. Also reduces the amount of easy afterplant positions for Ts.- Add more and smaller cover to B. Also replace some of the cover so CTs can more efficiently hold the angles for B main and B window/door.
My suggestions for changes to B summed up.
- Mid seemed fine. Some people wanted an easier way to smoke off both directions. I recommend adding a big box (climable for Ts) with a tilted sign or board on top so Ts can smoke around the corner easily and climb the box to get more vision into mid. Kinda like this.
- Open up the CT mid to A connector a bit (the narrow corridor).
- Replace rocket crates in A with different objects. Add light to A main corridor with natural light (ceiling opening).
- Make A long more versatile and less exposed.
- Increase cover for Ts that come into A, raise a wall so CTs cannot snipe from the back of A into the T main corridor. Also vice versa, dont allow Ts to fall all the way back and still have vision onto the bomb when planted underneath the arch.Next step once the layout stands will be making the many corridors feel less blant by adding life and a theme to them. I'm sure you have something in mind, but I'd suggest going for one color/texture scheme for the area around A and the corridors that lead to the bomb spot and a fitting but differentiated theme for B and the area infront of B main and the area around ct spawn to B.
I'm looking forward to further improvements. As you might be able to tell, I'm quite confident that this map can be a great one.
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Don't get me wrong, but so far, by just looking at the overlay, I cannot make out anything interesting to the map.
It's one path to A, one Path to B and an open Mid with a corridor to B and one path towards CT. The map lacks some alternative routes, otherwise you can only do little execution as a T on this map.
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You know I like the map a lot but there is one place that really throws me off. The entry towards short A (?) is extremely OP for CTs. They have high ground advantage over a small, closed in choke point and good cover. Here's what I mean:
[Blocked Image: https://i.imgur.com/DEdHNcb.jpg]
[Blocked Image: https://i.imgur.com/wiKmXHe.jpg]
[Blocked Image: https://i.imgur.com/WM848sv.jpg]
[Blocked Image: https://i.imgur.com/skth9uW.jpg]
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Yea, I'd suggest moving it towards the exit from T spawn anyways because currently CTs approach mid several seconds faster than Ts.
Actually I have a few ideas. Keep in mind these are only suggestions.
I visualized everything to make it easier to explain. Please open this image along with the text below.
All times are the rounded average of several attempts. I categorized "left" and "right" spawn points and took pure running time with a knife from both areas.
Currently, Ts need 10 seconds to approach the staircase [a] (depending on their spawn +/- 1 second, assuming they use the respectively fastest route) while CTs that spawn to the right only need 5 to CT Mid . Also when jumping through the windows, CTs can get to the T mid house windows [c] via the vines just as fast as T would enter the room via the stairs (~12 secs) and they get to the opposite corner in mid [d] at the same time Ts would get to the entrance [a].
Move the stairs as you mentioned slightly towards the side (red).
Naturally, you could suggest to move T spawn closer but that would screw with the bombsite timing. As you can see, bombsite A has actually solid time difference. The issue with mid is also seen in B site. My first suggestion is therefore to move CT spawn slightly closer to the long corridor towards A (I will explain the reasoning to shorten the actually perfect time towards A in a bit) and move the area that connects mid and CT spawn slightly towards B so CTs cannot shoot from CT towards T mid house and also have 2 more seconds of a delay. This wont affect any other rotation timing.
Then, open up the entrance into B at B1 by cutting away the marked corner so it's no longer such a hard choke point. Then give Ts another entrance via a window or door at B long. The exit of it shouldnt be too far into the bomb site so CTs can still control both chokes from the B2 area but may no longer stack at the corners of B1. I can understand that you might have wanted a single entrance bomb site like B on dust2 for example. The issue for that theory would be that your map doesnt play like dust2. The mid area is way less accessible than dust2 and the rotation through mid is a lot longer for Ts. I therefore recommend two entrances for Ts into B but assuring both entrances are balanced and the one being a choke point just like A. No worries though, in theory, the bombsites shouldnt feel the same. B has still much shorter rotation times for CTs from mid and can also be easily pushed from behind by CTs that push through mid towards the T entrance to B.
A is much more isolated. You did change the long corridor, but I still feel like the bomb spot doesnt allow for too many moves for Ts. The corridor at A1 is very open, but that is okay. But currently, as a T, you cannot really support A1 from the squeeky A3. I therefore suggest adding a high ground to the purple marked area at A3 that can look above the door but not into the rest of the bombsite. Also you might wanna consider expanding the bombsite a bit by adding more corners and allowing for more strategic play and cover for both CTs and Ts. So the reason we move CT spawn towards A is not only to make the times towards B and Mid slightly more balanced, but also to assure that CTs can take positions in A as it is, opposed to B, a very closed in bomb spot.
Last idea would be adding a connector (green) for Ts for slightly faster rotation times from mid to A. This will not affect early plays too much but assures that Ts can show mid (retreive bomb, etc.) within the last 30 seconds and not automatically assure CTs that they will have to go for a B push.
The map might now feel a lot like Cache. A is compareable with A on Cache and for B it's the same but it should still be a very unique layout with interesting ideas that I hopefully could improve a bit.
E: I might have misplaced the spawns in the image a bit but you should see which ones I talk about.
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I'm just happy that you added the balcony to mid ^__^
Just one suggestion: Move the stairs for T mid/balcony either slightly to the left (with the entrance) or flip them.
At the moment, Ts that go up the stairs are completely exposed and mid feels a bit too beneficial for CTs.