Right off the top of my head I will say that it appears to be no logical reason why Ts would push past B to go to A.
Posts by shm0
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removed post
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Well, I had a super productive day today - wanted to get some great feedback changes.
Basically, middle has been re-worked substantially - it's quite a lot better now, as the pathing is more clear and the choke point is much more defined
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Quote from UnderTheOakDisplay More
Hello shm0
i've just test your map few minutes ago, and i have some feedback if you're interested. I think it's better to have some pics to understand what we are talking about, so here's a imgur album, i hope it's okay and not too painful to read!

I don't have much to say in terms of global layout, because i played with bots, which is not the best thing to do to judge this aspect of a map. However i think the map is too complex and could be better by simplifying or cutting some areas.
Just my general opinion. I hope it will help you making decisions and improve your map.
Great work so far, good luck for the next steps

Hey man!
That's some great feedback! Really appreciate you taking the time to do so

Some of these issues I'm aware of and I'm brainstorming some solutions, i.e. the "jumping" up stuff I'm working on right now. A good amount of the stuff you called out is good food for thought, I appreciate it greatly!
I'm trying to make areas flow a bit more clearly and reduce the amount of randominess in some areas too - this means re-structuring some paths and such. I should have an update next weekend and don't be surprised to see some of this feedback incorporated

EDIT: Love the stick man drawings in the last image

Thanks again!
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Another weekend another series of improvements to the map.
Thanks to some great feedback and testing the map layout has been improved drastically, especially in middle and the CT side of the map for rotations to bombsites.
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Congrats dude on making it into the latest Operation! Good work!!!
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info here:
https://www.ubisoft.com/en-US/careers/…5290&lanID=1033
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Level Designer[/b] Ubisoft is a world leader in the entertainment industry, with a variety of hit brands including Assassin’s Creed, Tom Clancy’s Splinter Cell, and Far Cry. To build on its achievements and share its future successes, Ubisoft is looking for great talent to join its new Toronto development studio. The studio is located in West Toronto in the unique and growing trendy area known as “The Junction”.
We favor diversity, creativity and the desire to succeed as a team. If you’ve got the skills and drive, you’ll have the opportunity to help build the best video game studio in Toronto. The opportunities to learn and progress are endless. There’s a real buzz about the place; if you’re looking for a stimulating and cool work environment that fosters a balance between personal and professional lives, you’ll find it here at Ubisoft Toronto.
Summary: The incumbent will create the game levels and create and/or implement the gameplay situations based on the creative vision. Type of Position:[/b] Permanent Responsibilities: [/b] The main and routine functions of the Level Designer are to:
Understand the part that his/her level plays in the overall game experience based on the creative director’s vision;Be familiar with the script and, more specifically, with the episodes in his/her level so that the story remains coherent; Prototype the environment, establish the layouts, and suggest ways of using the interactive and non-interactive elements to create the desired emotions; Communicate the results of the prototype to the other crafts in order to validate the intentions and have the level design TD assess the technical feasibility and the quality of the maps (game design director);Work in collaboration with the level artists to ensure that the playability of the level and the graphic elements support each other; As the project progresses, integrate the elements produced in the map (new gameplay, AI, sound, etc.);Control the accessibility, understanding, and level of difficulty of the level; Correct the level design bugs entered into the database by testers;Carry out all other related tasks.[/list] Training: [/b] Attestation of collegial studies in video game level design and production or equivalent. Relevant Experience: [/b] Minimum 3-5 years’ experience in video game level design and production or any other relevant experience. Other Skills: [/b]
Ability to work well as part of a team;Creativity, ability to challenge the player;Critical and analytical sense;Structure and rigour;Ability to put oneself in the player’s shoes.[/list]
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Quick update:-Decided to cut the newly added ladder to underground in T middle - simply was too much.-Added a fence near A approach to T to help slow CT flank rotation and discourage CTs from pushing out of the choke point (working solution) -
Where I know problems still remain and I'm brainstorming solutions:
- Reduce CTs ability to flank Ts and rotate around T side of the map - discourage pushing past choke points and flanking while maintaining high risk high reward setups.
- T side of map - Pathing needs to be improved and more linearised and defined - I want to have only 3 paths present from T spawn. (leading idea currently is to add a long blocked vision fence to make a much longer rotation route for CTs to flank coming from A)
- I'm thinking I'm going to move the ladder entrance for tunnels from T middle to be actually inside mid - so Ts cannot access it unless they get into mid - it would also connect directly to the underground choke point and serve as a flank and rotation for both teams.
- Improve spacing and pathing on the direct B route from T spawn.
I'm looking for any other feedback on these ideas, or problem areas!
Thanks again everyone
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Hey all,
After getting some good feedback and working through the flow of some areas, I've made some major improvements to the layout.
Improvments:
- Reworked CT spawn area and improved middle for both CT and T.
- Re-located CT spawn - pathing to sites much more clear now and CTs cannot push into middle as far as previously.
- Added proper site rotation paths through newly re-located CT spawn.
- Re-added the Tower from the original map.
- Simplified A site.
- Added sniper catwalk for CT at the back of mid.
- Improved T middle in various ways.
Really happy with these changes.. I know some areas still feel a little weird, but I think the map is drastically better laid out now, especially CT middle and B area.
Cheers!
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Quote from ParkcityfanDisplay More
I think a better version of my comments will come from the playtest, as I just went around offline. I'll still give you my opinion though.
I feel like a lot of the map needs to be simplicated more. Starting with getting rid of all unnecessary areas. The mid area (white truck, blue dumpster) is a bit messy, and the whole area on T mid, while it does serve some purpose, is clunky and loses the streamlineyness of the map. I like some of the ideas that you have, like the elevator shaft that connects the two floors. However, in other areas you seem to have gone for quantity over quality. The CT Spawn to A is weird, and should have less detail to a point where it is obvious to first-time players where to go. You have a lot of spots where you can climb up and look over an area, like the one near CT spawn. Again, like the area of T Mid, it has a purpose but it's clunky. I think the worst example of putting everything you could think in one bomb site is A. Not only do you use props from Train, Nuke, and Cache, maps which are different in terms of theme, the bomb site itself is not optimized for play. This is just a suggestion, but the T ramp area in A should be cut off, sort of like this http://imgur.com/InL4pRZ, (crude I know). The basic idea is that the ramp only extends to the edge of A, so that it offers a height variation for peeking terrorists onto the site. I think that the ramp extending past and being right next to site clouds everything up. To add on to this, and remember this is only a suggestion, I think you should delete the CT backside and catwalk as well. It only really offers weird angles, but again this is your opinion, to replace it as a CT hiding place I would suggest maybe adding a pit at the back of the site, it might help.
B is in general better, and I actually like the layout of the site, even though I think that the fence thing is stupid, and too much of a gameplay gimmick. IMO, stuck to fundamentals with sites. The T vantage point area, is used better than the T vantage point area, although it still needs some work. Pretty sure this is intentional, but people can Awp from the CT connector to B to the ladder, where T's will basically be defenseless. As an added point, I like the windows for flashes/nades in general, but I feel like a lot of them are useless. I liked the nade holes in FMPone's now abandoned (I know Squad took it over) de_Mirage2, where it didn't really disrupt the map.
Again, you will find better versions of my comments here after the playtest, and probably most of the stuff I complained about works well in a match, I wouldn't know. Good luck.
Thanks for taking the time to take a look and give me some feedback, I really appreciate it! I'm just on my way to work now so I'll think about some of the stuff you called out on my walk

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Quote from Vaya
Ya, this was barely a 1st lighting pass - probably not many cubemaps placed either. I wanted to do a night map, but not sure how that will work for competitive. Plus sacrificing a lot of light play with the global ray cast is a shame... so it will likely be a somewhat daytime map. Lighting and layouts were some fundamental problems with the map which I've fixed when I started from scratch (which is now )
de_acceleration does it quite well, have a look at that as a base maybe?
Thanks for the suggestion! I'll check it out
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Quote from Vaya
Detailing here is great. Lighting is probably too dark for comp CS too so keep that in mind. Visability is key.
Ya, this was barely a 1st lighting pass - probably not many cubemaps placed either. I wanted to do a night map, but not sure how that will work for competitive. Plus sacrificing a lot of light play with the global ray cast is a shame... so it will likely be a somewhat daytime map. Lighting and layouts were some fundamental problems with the map which I've fixed when I started from scratch (which is now )
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Hey all!
DE_GAMBIT
(greyblock) has been published to the workshop for feedback!- (removed for now - greyblock beta is over - will provide new workshop link in the future)I'm very excited to have finally released the map for testing - a little history of the map [url='']here[/url]
I'm looking for some feedback! I am aware there's still lots of 90, 180 degree angles and some tight spaces - this will be changed as I develop areas!
With this map I tried to create some interesting gameplay moments:
- Ts can throw grenades, flashes, smokes through the large rolling door windows into CT chokes. Ts can also flash under the rolling door into mid. (will need to highlight these gameplay features more)
- There are 2 fences on the map that dampen damage when shot through.
- Ts can snipe from the Van outside into CT mid. CTs can also snipe into mid from jumping on the Forklift near A choke.
- Double vent system which serves tactically for both teams.
- Double boost spots for both teams.
Would love any and all feedback!
Thanks!
[screenshots removed - updated screens from latest release in the post below]
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Hey all!
I'm getting ready to release my first CS:GO map (for greyblock layout testing), so I thought it's time I finally share the original concept map I created for it:
Map greyblock has been released:
Some background info on me and the map:
QuoteDisplay MoreHi! My name is Will, I live in Toronto, Canada, I've been playing CS since June 19th 1999, and this is the first CS map I've created. I've worked at Ubisoft Toronto since 2012 - I started as a Development Tester
Splinter Cell Blacklist, and due to my work on this map I was offered a temporary Junior LD position on Assassin's Creed Unity. Since that time I've grown exponentially in this craft, and was hired full-time as a Level Designer with Ubi TO just recently!

I'm a "do it myself, and learn myself" kind of person, which means I'm often slow at first when learning something new and made every single fucking mistake one could make when learning how to Level Design, and also with using Hammer as a tool. However, I've learned from these mistakes, and carried on. Even when I thought my work was complete shit, I still pushed through.. (sometimes having to take extensive breaks to re-evaluate concepts).
Before starting on this map, I hadn't used Hammer since it was called Worldcraft... essentially I was a complete noob.
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I had a vivid dream I was playing a really awesome CS map that took place in a military airbase. It was night time - pitch black, snow was falling and had blanketed the entire facility. When I woke up I immediately starting putting everything I could remember down on paper.
Story & Setting:
QuoteThe
Mont Blanc "Fleur de Rouge" Airbase was established in 1942 as a quick response mechanism for French defence along their Swiss border against Nazi bombardment. Formerly a key airbase for the Armée de l'Air during WW2, shortly after the fall of the Nazi war machine in 1945 the airbase was de-militarized. It served shortly as a communication outpost on the French border of Switzerland until it was listed non-operational in 1952. High maintence costs, poor visibility and icy runway conditions were listed as the main reasons for the Airbase's closure.
In 1964 the Airbase was reopened and listed as a storage facility for decommissioned military hardware. This however is not the entire truth. The Fleur de Rouge Airbase has secretly been operating as a distribution port for a secret nuclear arms manufacturing facility hidden within Mont Blanc. This facility has been given the codename: "Mont Ruse" by the French Military.
A Serbian sleeper cell stationed in Torino, Italy has just came across leaked information on the airbase and the secret nuclear facility inside. Their plan of attack: detonate the French nuclear weapons on the French/Swiss border in an attempt to taint the relationship between the two nations and spark a 3rd World War.
[Blocked Image: http://i.imgur.com/VAkHUxh.jpg][Blocked Image: http://i.imgur.com/zq5uO62.jpg]
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While creating this map, I realised pretty early in development that it was not a typical CS style of map - it was very open, with more of a sandbox feel rather than linear paths and connections. Truthfully, this map was more ideal for Battlefield, than it was for CS. However, I had a vision for the map I wanted to create, and I wanted to complete that vision. Also, working on it allowed me to learn Hammer while prototyping out different design ideas.
Ultimately, I wanted to create a map for 5v5 competitive play, and this map simply was not suitable for many different reasons. This map would probably make a pretty fun armsrace, deathmatch or 32 man pub man, but not 5v5. So I took the parts of this map that played the best, cut the rest, pushed the art intentions from my mind as best as I could, and started fresh with a new layout.
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Tomorrow afternoon I hope to share with everyone the new map (which is still in greyblock and needs some public testing). The map also has a new name, as DE_RUSE was too similar to other map names, such as Rust, Rush, etc. I have a few more things I need to do on it first before publishing, but I'm very eager to show off my hard and get some great feedback on it.

(link to the new map, DE_GAMBIT)
Cheers!
EDIT: Interesting fact! The design intentions of this map are strongly influenced from Goldeneye's Facility + Runway.
2012, Ubisoft Toronto - A quiet but often joyful Level Designer with a classic British accent sat beside me for at least a month before I finally felt compelled to ask him "So, Duncan, where did you work before Ubisoft?". Very modestly he replies, something along the lines of "Well My first job in the industry was with Rare, working on Goldeneye". My reaction:
Yes, Duncan Botwood - one of the original 9 Goldeneye Devs. I pretty much told him on the spot that he's my hero and asked him to sign my mousepad.
(I was serious, he laughed)[Blocked Image: http://i.imgur.com/9mItrk7.png]
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Quote from LATTEH
I used one from CS:GO, but if you need to create a skybox texture i would recommend Terragen. I havn't used it in forever though.
I think firegod use's it to create his skyboxes: https://dl.dropboxusercontent.com/u/3779442/Skyb…ox_list_v2.html
ah yea! Thanks!
(weird, it seems to be missing from the official list: https://developer.valvesoftware.com/wiki/Counter-S…ensive_Sky_List - what's the actual name of it used in Hammer? Thanks in advance
)figured it out! thanks

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Quote from LATTEH
So about a month ago i got contacted for a job at treyarch. they gave me a level design test with concept art and said i could create it in csgo. I had two weeks to make a playable level with several areas being fully detailed. After doing the best i could they gave me an interview. I didn't get the job, but i feel i did pretty well on the test. I don't know what i want todo with this level though i just figured i would post it and see what you guys say. I also made a paper about what i did for the level here: https://dl.dropboxusercontent.com/u/7105610/Final%20Thoughts.pdf
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Hey LATTEH,
Curious about your skybox - what did you use / how did you make it? I need to create mountains very similar for the map I've been creating

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Hey Deh0lise,
Here's that feedback I promised

Again, disclaimer - these things are just my opinion and I mean no offence and just intend the best for the map's gameplay.
B Site:
I feel B is too open. There's too many places for CTs to camp and not enough cover for Terrorists to get past the entrance into the bomb site (from the direct path). The changes below include pushing the bomb site in 2-3metres from the exterior, adding cover including an additional train car, and *possibly* with discretion - closing off the far/2nd train tunnel. The fear with these changes is that it makes the map similar to Train, but I believe there's a reason Train is designed the way it is - it executes this type of entry into a site very well - and is appealing for Ts. I think the current design for the B site is actually somewhat unappealing for Ts, as I feel CTs with AWPs will dominate it.
Incoming images explaining:
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I understand the concern here may be how the bombsite actually plays if the Ts and CTs rush it - the CTs will most likely be much further back into the Tunnels, but also keep in mind that one smoke at the T connection may stop T advancement, allowing the CTs to push up.
Pushing the train site over and adding an additional Train car and more cover options for Ts entering the site.
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This is just a suggestion -would love to hear your thoughts:
[Blocked Image: http://i.imgur.com/ruNz15T.jpg]
The other thing to consider with the far tunnel is creating more vertical gameplay and/or somehow limiting it's approach to the site, as I find right now there's just too many places for the Ts to try to check, clear and cover while getting a plant down - I don't feel I would ever feel comfortable planting in this sight as the last man alive, because a CT can just camp in one of many locations - listen for the plant and pop out while it's being armed.
[Blocked Image: http://i.imgur.com/SaCAJz2.jpg]
This room would replace the far tunnel, which would be closed off from both ends.
Other feedback:
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