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  3. Kokopelli

Posts by Kokopelli

  • Frostbite - Danger Zone

    • Kokopelli
    • July 21, 2020 at 12:28 AM
    Quote from blackdog

    5 hours ago, blackdog said:

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    I feel like 3kliksphilip is dead wrong when he says there is no way to plan out a DZ map and that the best way is to build it out and hope for the best.

    Blacksite, for example, is brilliantly built and I'll be damned if it that map wasn't thoughtfully planned out. I have 500+ wins in dangerzone and I've spent quite a bit of time analyzing the map and there is a lot to appreciate in regard to gameplay design choices. There are so many angles and cover placements with clear intention, and all designed while making the areas unique and with little repetition. The terrain elevations all make perfect sense in terms of how they limit visibility from one area to another and the whole map just flows beautiful both visually and from a gameplay perspective —it's just hard to believe it was all a shot in the dark. I'm sure many things were fine tuned, but I think they must have planned out the map in broad strokes pretty thoughtfully.

    Even in DZ, I think you still want to design with the mindset of having a fair degree of predictability. Players are generally going to have more choices by virtue of the fact that it's a more open map, but I think the designer should still show restraint and make choices with clear intention to avoid complete chaos. This is my biggest criticism of Jungle—it doesn't feel like it was planned for Dangerzone gameplay at all, but rather aimed to capture an environment first and foremost. This was most evident with all the porous buildings, open yet inaccessible windows, sparse cover placement and repetitive locations.

    I haven't had a chance to play around Frostbite yet, but I'm eager to check it out and provide some feedback. I dig the Ski resort theme. Congrats on the release!

  • CSGO Community commentary from an outsider perspective

    • Kokopelli
    • July 19, 2020 at 2:17 AM

    [Blocked Image: https://i.imgur.com/quBC4JB.jpg]

    Let's say you have five CTs in the positions above.

    [Blocked Image: https://i.imgur.com/c4pTYaQ.jpg]

    As I'm approaching from the tunnel I'm hugging the right wall so I can engage a player playing the back of the site without being exposed to any other angles.

    [Blocked Image: https://i.imgur.com/NtfAjIV.jpg]

    When I get here, I can get a narrow peak at a player playing behind the stack on site.

    [Blocked Image: https://i.imgur.com/Elutijd.jpg]

    As I continue forward, I begin hugging the left side of the tunnel as I sweep right to clear each angle on site one by one.

    [Blocked Image: https://i.imgur.com/mPDgNOQ.jpg]

    Before stepping outside the tunnel, I look up to check for a CT playing on top of this stack.

    [Blocked Image: https://i.imgur.com/OUUyRPi.jpg]

    While I'm checking that stack I'm still inside the tunnel and not exposed to the CT playing the corner on the left.

    [Blocked Image: https://i.imgur.com/Gq7PyLn.jpg]

    Then I check that corner.

    [Blocked Image: https://i.imgur.com/gNm65QL.jpg]

    Next, I press up against the stack so I can again check for a player playing the stack on the bombsite.

    [Blocked Image: https://i.imgur.com/b8tkANg.jpg]

    After that I check car.

    [Blocked Image: https://i.imgur.com/jUpjrzu.jpg]

    Then deep in the cubby.

    [Blocked Image: https://i.imgur.com/5M6rWkG.jpg]

    And finally directly behind the stack.

  • [CS:GO] Cusco

    • Kokopelli
    • July 17, 2020 at 9:25 PM

    @FMPONE @blackdog @Vaya @Lizard @Minos

    Thanks for all the feedback guys, you make good points. I haven't played too much with the skybox/lighting yet as I've been mainly focused on the layout, but I definitely would like to give it some love to make the map really stand out. The current lighting is the way it is because I do understand that players are psychologically drawn to brighter maps and visibility is such a big factor in how enjoyable the experience is, so I kept it simple. I hope to find a way to make it distinct without giving players any added anxiety or frustration.

    When do you guys find yourselves playing around with lighting the most? During blockout? During art pass? Or is it persistent throughout development?

    @Minos Thanks for sharing those resources! I'll will look into them further.

    @Radu What did you use to make your skybox for Chlorine? It is a lovely one indeed.

    Going to schedule a playtest for next weekend.

  • CSGO Community commentary from an outsider perspective

    • Kokopelli
    • July 16, 2020 at 4:06 AM

    Responding to some of your points from the last thread to hopefully move the conversation here.

    Quote

    Quote I feel like there are many engagements that almost require you to purchase equipment like flash or smokes or frags, or at least it makes it very difficult to push through choke points without them, all three chokes on dust 2 come to mind really.

    I don't think this is true. Most choke points are designed in a way that allows players to methodically check corners one by one. On Dust 2, the only spot where you're forced to take a 50/50 gamble is double doors on long as T (and I'd say it's the most egregious chokepoint of all the maps in the competitive pool). Every other chokepoint allows you to peak corners in a sequential manner.

    I don't think any map denies a player the ability to play without utility, but rather allows for enhanced play when it is used. A site on Mirage is probably the hardest to play without any utility but you can still clear each angle one by one if you know how.

    Overpass is a good example of a map that allows you to play without utility. The angles are really well designed for that, and yet it is considered one of the most tactical maps and is greatly enhanced by the usage of utility.

    Quote

    Quote CSGO is all about optimising very repetitive engagements and using every inch of leverage you could possibly squeeze out of the few options you have. And people seem to like this i guess

    I would argue this is what makes an e-sport an e-sport. What makes people appreciate a player's skill is how they are able to anticipate situations and recall their knowledge of the environment and the game's mechanics to overcome an opponent. There needs to be a certain amount of predictability to make that possible. It's the idea of mastery that hooks people onto e-sports and sports for that matter.

    I definitely believe we can find new ways to increase map depth without adding too much complexity and therefore unpredictability. But it's also important to realize that the derogatory way you've framed the game is precisely why people respect it.

    Quote

    Quote Within the context of Dust 2, I can see your point. The map is room based and heavely segmented, even between both bomb sites. So CTs don't really know which bomb site they will have to defend. This is why you guys need to start thinking outside the box. Most of the time in CS maps: where you can MOVE is synonymous with where you can SEE and where you can SHOOT. An exception to this i've seen very rarely is your standard window that you can SEE and SHOOT through but you can't MOVE through it.

    Dust 2 is the map layout that defined how Counter-strike is played but it's also a true relic. The engine 1.6 was built on basically required maps to be heavily segmented because of its limitations. And to some degree, maps still have to be built this way, but there is a lot more freedom now.

    The bigger argument for segmentation is you need teams to have to take gambles. There needs to be risk/reward for the pathing choices you make at any point during a round, so you have to be careful with how much visual intel you afford players. CTs should have to take some risks with their positioning. They can position themselves more favorably by pushing for map control and using process of elimination, as well as using sound cues to predict movement.

    I don't think it's fair to say designers here aren't thinking outside of the box so much as they are respecting the fundamental principles of how the game is played. I'm not saying we have it all figured out either.

    Quote

    Quote You can do a lot of cool stuff by segmenting these fundamentals. Like opening up the lines of sight while still having linear pathing to empower players who want to gather intel by taking up certain advantageous positions.

    I think this is something to explore, but keep in mind every sight line is effectively another corner to check. If you've designed a tower for CTs to gain sight of a T across the map, that T has to know to check that tower window every time they cross X location as well as any other corner they already have to check along the path they are walking.

    Quote

    Quote Or just keep remaking Dust 2, its up to you!

    You know what's not Dust 2? Train, Nuke, Overpass, Cache, Inferno, Vertigo, Canals and every entry from the last Mapcore competition. If you consider all of those dust 2, I think you're wishing for CS to be something it's not.

    On that note, I'm curious to see what ideas you come up with. I do believe there is a lot more room for exploration.

  • [CS:GO] Cusco

    • Kokopelli
    • July 14, 2020 at 10:29 AM

    External Content www.youtube.com
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    Updated video tour of the map.

  • [CS:GO] Cusco

    • Kokopelli
    • July 10, 2020 at 9:38 PM

    I've been working slowly but surely to get Cusco in a good place for playtesting. It has been case after case of "oh, let me just fix this first," but now I think I'm happy enough to get this rolling! I've added a lot more architecture and placeholder detail throughout the map, partly to give the greybox some more character, but more importantly to start bringing the vision together. I've made many greyboxes in the past that had interesting ideas, but where so abstract in their conception I could not figure out how to bring it all together. With Cusco, it's been a very delicate dance between function and form all throughout development. There are still some things to work out, but for the most part, I think I was able to give each area of the map a coherent and distinct identity.

    [Blocked Image: https://i.imgur.com/02C6ssF.jpg]

    CT SPAWN - Based on the Plaza de Armas, one of the most popular areas in the historic district in Cusco. It's a very open area with lots of pretty looking buildings. Seemed like the perfect eye candy for a spawn area. I've only worked on the playable area, but looking in the opposite direction will reveal an open view of the plaza.


    [Blocked Image: https://i.imgur.com/w5YAsCX.jpg]

    The added arches allowed me to add a thick pillar for much needed cover during rotations through CT spawn.


    [Blocked Image: https://i.imgur.com/J3f29ka.jpg]

    A SITE - A Site is based around a hotel, which terrorists will attempt to destroy by blowing up a propane truck outside. I widened the windows above the doors for more grenade options during takes and retakes. Also added some vendor carts around the site for some addition cover.


    [Blocked Image: https://i.imgur.com/aCc0f5e.jpg]

    I added a little nook in the middle of the plant zone for a safer plant position.


    [Blocked Image: https://i.imgur.com/DSsTzxH.jpg]

    Moved some things around inside of the hotel lobby for readability. Also added a piano for partial cover.


    [Blocked Image: https://i.imgur.com/rOOXHUM.jpg]

    T Spawn - T spawn is based on the Santa Ana Arch.


    [Blocked Image: https://i.imgur.com/ZmKpPJl.jpg]

    The route to B takes players through a cathedral based on the Basilica Catedral del Cusco.


    [Blocked Image: https://i.imgur.com/GV0haG4.jpg]

    The route to A leads up a residential road based on architecture around the Santa Ana Arch.


    [Blocked Image: https://i.imgur.com/LNdLTMU.jpg]

    I spent a long time on google maps looking at various types of building designs that would work with the map's geometry. I focused on making things cohesive but also distinctive so players always know what part of the map they are in.


    [Blocked Image: https://i.imgur.com/dnmqGoc.jpg]

    Y - I opened up the lower part of the Y-juncture for a few reasons. It allows Ts to move more freely and clear angles more methodically on the approach. It also gives CTs an opportunity to push out and hold a new angle towards the upper area for more aggressive plays. The building the CTs play inside of is shaping up to be an apartment complex under construction.

    [Blocked Image: https://i.imgur.com/ZkYZVva.jpg]

    A MAIN - This staging area has turned into a warehouse. There are lots of construction material warehouses throughout the real city of Cusco. This area seemed like the right fit. Players can use the large windows above to throw grenades into the site.


    [Blocked Image: https://i.imgur.com/e2ANT9O.jpg]

    I reduced the height of the stairs leading from the warehouse by half and added sloped terrain behind it to make the incline more gradual. I also pushed it farther back to enable more medium to long range gun play along this route.


    [Blocked Image: https://i.imgur.com/8JnmObS.jpg]

    B SITE - This site takes place outside the cathedral. Terrorists are trying to blow up a crypt that was built on the site of an Incan temple that was destroyed by the Spanish long ago.


    [Blocked Image: https://i.imgur.com/ZIFs9c8.jpg]

    I redesigned the main CT entrance to nerf some sniper positions towards balcony that I felt were too deep and hard to predict. Added a crate against the wall so CTs pushing through smoke are rewarded with a more advantageous position.


    [Blocked Image: https://i.imgur.com/ePtEae2.jpg]

    The view from balcony towards the CT main entrance is simpler and easier to read. The crate I added was placed so that it cannot give snipers cover from players on the balcony.


    [Blocked Image: https://i.imgur.com/JjLTmKF.jpg]

    MID - Layout for mid has remained mostly the same, just with some added architecture. Windows high up on the cathedral allow for lots of grenade play between mid and the staging area inside the cathedral for B site. One of my favorite features of the map.


    [Blocked Image: https://i.imgur.com/pajzi3h.jpg]

    There are also windows overlooking the CT side of Mid as well as B site proper.


    [Blocked Image: https://i.imgur.com/TlHdgg9.png]

    UPDATED RADAR

    Check out the latest version on the workshop: https://steamcommunity.com/sharedfiles/fi…/?id=2098558153

    I'll be scheduling a playtest shortly.

  • [CS:GO Wingman] Luxury, Terracotta & Delta

    • Kokopelli
    • June 3, 2020 at 8:24 AM

    I live in LA and I can say you captured the setting very nicely.

  • [CS:GO] Cusco

    • Kokopelli
    • May 21, 2020 at 1:13 AM

    Made some adjustments to the pathing at A Main.

    Before:

    [Blocked Image: https://i.imgur.com/vLuLVij.jpg]

    After:

    [Blocked Image: https://i.imgur.com/S6xAfMR.jpg]

    I replaced the cubby on the right with a more deepened space so Ts could push out and be rewarded with a position closer to the site. I also added some grassy elevation and replaced the cubby on the left with boost-able cover. Now if Ts get smoked out, they can boost up from the top of the hill and work parts of the site.

    [Blocked Image: https://i.imgur.com/7lHIjom.jpg]

    ------

    On the B site, I added some angled doors to the Crypt entrances to make positions in and around it more playable.

    [Blocked Image: https://i.imgur.com/x8LzQIA.jpg]

    I also extended the plant zone to the back wall so Ts have a safer plant position.

    [Blocked Image: https://i.imgur.com/Fs2RIzy.jpg]

    ------

    Inside the Cathedral, I closed up the mezzanine here with some boarded up archways. I initially had it opened up for quicker rotations, but decided to close it up to give Ts some more safety and reduce some of the unnecessary open space on the map.

    [Blocked Image: https://i.imgur.com/pjuxJ3h.jpg]


    Updated Radar

    [Blocked Image: https://i.imgur.com/6GOmlCA.png]

    Feeling like this will be ready for a playtest really soon. Probably one more update or two.

    https://steamcommunity.com/sharedfiles/fi…/?id=2098558153

  • [CS:GO] Cusco

    • Kokopelli
    • May 16, 2020 at 5:45 PM

    I moved the CT spawns back a bit to adjust the timings for the A routes. This had the side effect of making the CT timings to mid too fast. Then it occurred to me: why not just completely remove the route from CT spawn to mid? I was already trying to think of ways to avoid the archetypal CT sniper window at mid after all. This allowed me to simplify the CT side of the map, improving rotation speeds and making mid less hectic.

    Current Layout

    [Blocked Image: https://i.imgur.com/j3t34fx.png]

    Now CTs can only reach mid from B site and from the middle connector. Since mid ends in a T-juncture, CTs must coordinate effectively from either side to secure mid control. If Ts gain control, the T-juncture provides adequate safety to function as a staging area for B site, while also enabling fakes/rotations to A site through the connector at the center of the map. At least that's the idea.

    And with that, here's a first glimpse of Cusco!

    [Blocked Image: https://i.imgur.com/iIyhzVo.jpg]

    B site


    [Blocked Image: https://i.imgur.com/Ek6La6V.jpg]

    T Spawn


    [Blocked Image: https://i.imgur.com/KZzRPBh.jpg]

    A Main


    [Blocked Image: https://i.imgur.com/lE2wcHd.jpg]

    T-Side of Mid


    [Blocked Image: https://i.imgur.com/Wa3sUFf.jpg]

    CT Spawn


    [Blocked Image: https://i.imgur.com/cj4FNo5.jpg]

    CT-Side of Mid


    [Blocked Image: https://i.imgur.com/bLx2XJi.jpg]

    A Site


    [Blocked Image: https://i.imgur.com/To3tcmz.jpg]

    CT-Side of Mid


    [Blocked Image: https://i.imgur.com/GcKbzHR.jpg]

    Alt route to A


    [Blocked Image: https://i.imgur.com/RuJSujy.jpg]

    CT Spawn to B Site


    Check it out in the workshop and let me know what you think!

    https://steamcommunity.com/sharedfiles/fi…/?id=2098558153

  • De_Despot [WIP]

    • Kokopelli
    • May 13, 2020 at 9:23 PM

    Looking better by the day. I'm glad you added that E-box so players can boost onto A site. The thought occurred to me while I was running around the map but forgot to mention.

  • WIP in WIP, post your level screenshots!

    • Kokopelli
    • May 13, 2020 at 9:18 PM

    @Interfearance @The_Virus

    Yeah, those steps look like they are 16 units high. 8 Units height is more true to size and plays better.

    Cool environment though. ?

  • De_Despot [WIP]

    • Kokopelli
    • May 8, 2020 at 6:10 AM

    I dig it. The timings are really tight and the map has a nice flow overall. Well done. Here are a few things I noticed that could be improved.

    [Blocked Image: https://i.imgur.com/WOkRpWj.jpg]

    Seems like the earliest pick a CT can get on this site is by sprinting to this position (7-8 seconds).

    [Blocked Image: https://i.imgur.com/IOO7O4q.jpg]

    The problem is the T gets better visibility of the CT. I imagine the T would win the encounter more often than the CT.

    [Blocked Image: https://i.imgur.com/2w8eVyV.jpg]

    I feel like there's too much brick going on throughout these tunnels, which kinda gives this feeling of not progressing. Could use some more texture to break up the repetition.

    [Blocked Image: https://i.imgur.com/PqBR3JI.jpg]

    Are CTs suppose to be able to see the legs of Ts standing here? I feel like those planks should extend and cover the whole length of the train. Or there could be a 32+ unit high elevation against the brick wall so Ts can avoid being seen at the cost of losing some mobility.

    [Blocked Image: https://i.imgur.com/47dMvlB.jpg]

    This upper spot on the scaffolding is clipped off. There should be some visual representation of that, as it seems like a playable spot.

    [Blocked Image: https://i.imgur.com/bHzgXo2.jpg]

    You should rotate some of the CT spawns so that they are facing bombsite B. Took me awhile to discover the route to B site. There's also something about this route that makes me always want to go straight to bombsite A. Doesn't feel as tempting to make a right to mid.

    [Blocked Image: https://i.imgur.com/vccRYBI.jpg]

    I feel like people are going to complain about this angle.

    [Blocked Image: https://i.imgur.com/yAdgLSZ.jpg]

    There's a T right there and you can barely see him. Maybe just board that up.

    [Blocked Image: https://i.imgur.com/H9YFfuV.jpg]

    Most, if not all, of the T spawns didn't allow me to go up this ramp naturally, but instead had me jumping up to it. I see there's a ladder there, but it just felt a bit frustrating to tease me with the ramp. Is there a way to make it shorter so I can run up it from the start? That would feel more natural.

    [Blocked Image: https://i.imgur.com/k7XqH7G.jpg]

    This is one of the longest angles on the map and it's the CT's main way of navigating their side of the map. Might be a bit rough for CTs to retake this site.

    [Blocked Image: https://i.imgur.com/nMSAtfV.jpg]

    CTs need to cross the mid entrance to rotate, which also feels rough. Dust 2 gets away with it because the sightline through the double doors is very narrow. Mirage avoids it altogether by making it really inconvenient for Ts to get access to the CT side of the map.

  • My First CSGO Map de_Bronx W.I.P

    • Kokopelli
    • April 30, 2020 at 11:15 PM

    Looks pretty cool so far. It already feels like a place, which is awesome for a greybox (or orange box ?). Also love the baseketball court bombsite. Will check it out when I have time.

  • Rain [W.I.P]

    • Kokopelli
    • April 30, 2020 at 7:48 PM

    I had never heard of Kowloon before. Now that I've seen some pictures, I see what you're going for.

    Sounds like some good changes!

    You may want to consider making it daytime instead of nighttime. I love the mood that nighttime and rain produces, but you know how it is with the competitive scene. Although, maybe with enough neon lights, or just effective lighting in general, you can avoid having too much of a gloomy feel. A night time map could see success if done just right.

  • [CS:GO] Cusco

    • Kokopelli
    • April 30, 2020 at 6:51 AM

    Introducing my latest map set in Cusco, Peru.

    While my first map de_neighbors was born out of a desire to turn a real location into a playable map, I knew I wanted to take a different approach for my next project, specifically one that was born out of good gameplay--the one thing that truly matters. Now that I've experienced a full development cycle (with the exception of making custom assets) and have honed my process, I decided I wanted to do this right and start with an idea.

    I had a few ideas:

    • A curved mid
    • A connector that converges with a main entrance to a bombsite site
    • A bombsite that Ts have a vice grip on, but if CTs were to gain control of it, they would put serious flanking pressure on the Ts.
    • A bombsite that CTs could choose to hold proper or push out towards the main routes early to gain more map control before the first encounter.

    So I began with some simple pathway flows for the map.

    [Blocked Image: https://i.imgur.com/8I3BkoL.jpg]

    [Blocked Image: https://i.imgur.com/uGrpARA.jpg]

    [Blocked Image: https://i.imgur.com/SMZZkDX.jpg]

    I finally landed on a flow that incorporated a number of these ideas. Throughout this process I wasn't concerned with figuring out the exact shape of the routes or specific angles. It was more about establishing the general relationship between the routes. Once that got ironed out, I built a general layout in hammer. I then took the simple routes I had and bent and twist them in thoughtful ways to create interesting angles and to adjust timings. I tested the map very frequently, so frequently that I would say I designed the map through playing. I ran around thinking through scenarios, where I wanted to move, where I wanted cover, etc.. I imagined attacks on bombsites, the approaches and how I would want to move throughout the bombsite if I were defending and trying to stay alive as long as possible. I crafted the map angle by angle with the guiding principle of creating as much complexity as I could with the fewest elements possible. CSGO players are really good at breaking new maps, which is why I try to break my map as I'm designing it. The best way I've found is to test it as much as possible. The slightest change could have a cascading effect across the entire map. A silly double boost could break your whole map if you don't catch it early. And you don't want to have to comprise your art later on.

    After dozens of iterations, my notebook doodle eventually turned into this:

    [Blocked Image: https://i.imgur.com/FquTwxb.png]


    The map was built on gameplay, but I kept my theme in mind throughout. To convey Cusco properly, I knew the map had to have a lot of outdoor areas, some streets, and iconic architecture like the city's stunning cathedrals. This was all very loose in my mind as I was building the layout, but it help keep design decisions in check. Since i wanted to have streets, I knew certain routes had to be a certain size at minimum to be believable. I made sure any indoor areas could believably be shaped into a house or commercial building. Again, all very loose and vague. I didn't want the layout to be too compromised by theme so early. I was more willing to retrofit the architecture to the idea. I must admit it was scary at first, but as I continued and I started pulling some art references, I found things started to just fall in place. The deeper I searched, the more architecture I found that suited the geometry I had built. Over time the map began to separate into distinct areas.


    Mood Board

    [Blocked Image: https://i.imgur.com/FeUI47A.jpg]

    It behooves you as a map designer to get as immersed in your theme as you can. I spent hours just traveling around google maps looking for inspiration. And each time I did, I would return to my greybox with new ideas, new angles and new architecture for what areas could be. It's still evolving.

    I particularly loved the variety of doors around Cusco.

    [Blocked Image: https://i.imgur.com/JU8buUg.jpg]

    The greybox will be ready for playtesting very soon (with screenshots to come).

    Let me know your thoughts so far!

  • Rain [W.I.P]

    • Kokopelli
    • April 29, 2020 at 6:48 AM

    This seems like a fresh take on the tried and true clover design.

    I like how each team has more immediate control of a connector (T's get easier access to B connector while CTs get easier access to A connector). The whole mid layout seems to encourage fights perpendicularly, which is interesting. Seems like it would be difficult for CTs to hold a push towards the CT controlled connector/sniper nest because their only options for escaping are up the stairs to the windows or jumping down the ladder, taking falling damage and being fully exposed at CT spawn. Seems like it would be extremely difficult to hold mid solo. You also can't jump out the windows very easily, so any CT trying to escape is better off just taking the engagements until he dies.

    Also curious how OP it is for the CT sniper player to be able to get a solid viewing angle of the T entrance to mid as well as the main entrance to A. On mirage, the sniper nest player can quickly get a view of A site, but I would say the view is more limited than the one on Rain. Also, if I'm trying to hold A from sniper nest, I'm only going to feel confident doing so if I know another CT is watching mid for me. Ideally this would be a CT player playing the A site connector, but the door prevents that from being a sensible option. So a supporting mid CT player would be better off playing the area at the top of the ladder, which isn''t inherently a problem, but kinda suggests the standard CT setup should be 1 A, 2 Mid, 2 B. If that's what you intended, great! It's just a matter of playtesting it.

    The timings seem pretty good all around, both encounter points and rotations seem viable. Angles are well thought out as well. For the most part, things feel very deliberate, which is great.

    One concern is that rotation through mid looks dangerous. Like if I want to rotate from B site through the sniper nest and then through mid, I have to clear a lot of angles of varying heights to do that safely. The CT side of the map seems safer to traverse.

    A Site: Interesting layout and there are some cool ideas here. I think one big problem is all the headshot angles that are possible. I like the idea of the site being in a trench, but when players stand closer to the backwall (where sniper nest is) you get headshot angles virtually across the entire site. That means when I peak from A main, I have to scan from left to right and up and down across various elevations to properly clear the site.

    [Blocked Image: https://i.imgur.com/JxRkNea.jpg]

    [Blocked Image: https://i.imgur.com/rPDhZpY.jpg]

    RED = Potential Player Position GREEN = How I would peak the site, from left to right.

    Which brings me to another issue--i think there are too many elevations. As much as I love jumping puzzles, I think there are too many in this area. The one with the cables is really damn hard to nail. In its current state I don't think I would ever attempt it, especially when I can boost up there from that middle object. I would reduce the number of elevations and jumping puzzles across the site.

    You might be able to alleviate some of the headshot angles by opening up the trench here:

    [Blocked Image: https://i.imgur.com/xSe5M6f.jpg]

    and/or here:

    [Blocked Image: https://i.imgur.com/ncdanjf.jpg]

    Although I wouldn't blame you if you want to preserve that trench-like feel, since that is sort of the main idea here.

    The routes leading out of CT spawn felt pretty intuitive but T side was a bit more overwhelming. This drop here was jarring the first time I played.

    [Blocked Image: https://i.imgur.com/9oSjJBX.jpg]

    I'm sure once there is a skybox and more background this will be less so, but maybe you could add an arrow pointing down or something to suggest I'm not going to die if I go that way.

    Another area kinda like that is this one:

    [Blocked Image: https://i.imgur.com/ze89E7j.jpg]

    It feels like a route you can take but it leads you to your death. Maybe just add a railing here?

    Same here, but to a lesser degree. The gap to the right of the railing seems like it could be a route leading from below. I would just make sure it's clear where the boundaries are to reduce anxiety for new players.

    [Blocked Image: https://i.imgur.com/rkN57cJ.jpg]


    [Blocked Image: https://i.imgur.com/rtwmWLT.jpg]

    Love this whole route to B site. Looks like it would be fun to play. And the site itself seems pretty cool. I like the angles between the pillars and the staircase has some cool angles as well. I'm just wondering if there are too many angles to clear when Ts approach from main. The angles themselves seem good, just maybe too many.

    Is this whole map set on top of a single building structure? That's what it looks like when I zoom out but when I'm walking around the map it looks like i'm going across multiple buildings. Also, I see a garage door there, so now I'm really confused. Ha!

    Nice job overall. The map feels tight timing wise and design choices show clear intent. Just goes to show there's still plenty of room for fresh designs using the clover structure. This certainly doesn't feel like any other map in the game. Look forward to seeing the progress.

  • de_neighbors

    • Kokopelli
    • October 21, 2019 at 1:13 AM

    [Blocked Image: https://i.imgur.com/2Nqyxrh.jpg]

    "We don't go to Arlington."

    ?Spooky Neighbors?️ is now up on the steam workshop! Check it out and let me know what you think. Here's a preview.

    [Blocked Image: https://i.imgur.com/9FTo7QO.jpg]

    [Blocked Image: https://i.imgur.com/SHAaMl1.jpg]

    [Blocked Image: https://i.imgur.com/LEcICYR.jpg]

    [Blocked Image: https://i.imgur.com/cNPzwIx.jpg]

    [Blocked Image: https://i.imgur.com/P6jeDAx.jpg]

    [Blocked Image: https://i.imgur.com/UiWO1c9.jpg]

    [Blocked Image: https://i.imgur.com/TOwDZIz.jpg]

    [Blocked Image: https://i.imgur.com/IaZoP26.jpg]

  • de_neighbors

    • Kokopelli
    • October 21, 2019 at 12:39 AM

    [Blocked Image: https://i.imgur.com/UGFO4o8.jpg]

    B Site has been expanded and reworked a bit to improve gameplay, specifically making it less T-sided. The connector door has been moved closer to garage entrance and has been reoriented towards the entrance, as it was in previous iterations of the map. Only now there is a lot more space to move around, and more cover. The door is now permanently open which allows CTs to more easily contest for control of connector.

    [Blocked Image: https://i.imgur.com/jjVOTHX.jpg]

    The curved design also helps slow down the approach for the Ts.

    [Blocked Image: https://i.imgur.com/hrH9hk9.jpg]

    Added an open storage by van to give players more options for cover if they get attacked from utility room or connector door.

    [Blocked Image: https://i.imgur.com/hJqdMNw.jpg]

    Mid stairs and driveway are now separated by a roadwork fence with tarp, greatly reducing mobility for terrorists on the road. They can no longer quickly swerve between driveway and mid stairs, but instead will have to commit to lanes and hold angles carefully.

    [Blocked Image: https://i.imgur.com/9gME3hl.jpg]

    Players can't self-boost over any of the cover here, but can get over if they are boosted by another player.

    [Blocked Image: https://i.imgur.com/Bmj82Zu.jpg]

    And finally on A Site, expanded the space at the back of dining room and added the dining room table back to have another height option when holding from this position.

  • De_Hongya [WIP]

    • Kokopelli
    • October 8, 2019 at 1:33 AM

    Your theme is shaping up nicely! Watch out for those long sight lines though. The area in your first image seems really long and fairly wide, and leads directly into another large open space which I’m guessing will be a Bombsite. If you weren’t planning on adding more geometry along that route, you’re probably going to want to add some additional cover of some sort. Just be careful not to try and force a solution. Many times the issue is inherent to the way you’ve designed a space and anything else you do to it is more of a bandaid than a solve. This especially applies to large open spaces. You run the risk of adding too much cover to compensate, which consequently creates more angles and adds complexity (in a non-deliberate way).

  • de_neighbors

    • Kokopelli
    • September 29, 2019 at 12:07 PM

    Major Update

    [Blocked Image: https://i.imgur.com/QDMF9u2.jpg]

    Sliding Door is now functional and begins open each round. CTs can now hold angles that don't require shooting through the glass.

    [Blocked Image: https://i.imgur.com/227TA3r.jpg]

    A Site has been cleaned up quite a bit. I removed a lot of the furniture for better mobility and additional playable positions. Also expanded the bomb plant zone.

    [Blocked Image: https://i.imgur.com/f4MeETb.jpg]

    Expanded the hallways so things feel less claustrophobic.

    [Blocked Image: https://i.imgur.com/4hqPOzM.jpg]

    Added a door between Bedroom and Kids Room to provide another route for retakes. Also allows you to clear angles in Bathroom and Front Door.

    [Blocked Image: https://i.imgur.com/xldz0FD.jpg]

    CTs defending from Backhill can more safely fall back and re-enter the site through the window because of the new protruding wall. During retakes, they can clear several angles of Bedroom through the window.

    [Blocked Image: https://i.imgur.com/q4fFR8F.jpg]

    Widened Lobby and parts of Mainhall for better holds and approaches.

    [Blocked Image: https://i.imgur.com/QsPXOaO.jpg]

    The extra space in Lobby makes it more contentious.

    [Blocked Image: https://i.imgur.com/Y85Pz82.jpg]

    Redesigned Frontstairs to be wider and have more cover.

    [Blocked Image: https://i.imgur.com/cLtltIU.jpg]

    Replaced Fronthill with a walled-off pool area to block off a ton of sight lines and create more separation between areas.

    [Blocked Image: https://i.imgur.com/1Vcmw4Y.jpg]

    With Farside gone, there is a heavier focus on Mid so that called for a little more complexity. I also clipped off all the hedges to put an end to silly boosts.

    [Blocked Image: https://i.imgur.com/au7mgSA.jpg]

    Added stacks of plywood onto Pickup Truck to block even more sight lines and provide more substantial cover for Ts defending a push from Frontstairs or Driveway.

    [Blocked Image: https://i.imgur.com/sVrGKuF.jpg]

    Ts can hold T Garage more safely with all the additional fencing.

    [Blocked Image: https://i.imgur.com/EbCu6OH.jpg]

    Widened the entry to Utility Room from Pit and made it angled so you can clear a common spot on B Site.

    [Blocked Image: https://i.imgur.com/5nPpQk5.jpg]

    Expanded B Site and added more cover to create more playable positions. +Dumpster + Concrete Pallet +Luggages


    [Blocked Image: https://i.imgur.com/Nz9OPKS.jpg]

    Added a Ladder that leads from Driveway to the top of B Hill.

    [Blocked Image: https://i.imgur.com/xS8j0y0.jpg]

    This gives CTs a way to fight for control of B Hill but makes it risky for them to play aggressive.

    [Blocked Image: https://i.imgur.com/y5uZe78.jpg]

    If Ts gain control of Mid/Frontstairs, they gain this vantage point into B site and can also watch a push up Ladder.

    [Blocked Image: https://i.imgur.com/r3j3FFo.jpg]

    Closed off Construction to reduce the number of angles Ts could be playing, bringing the focus more towards Driveway. Also to prevent unfair angles towards A Long/Yard.

    [Blocked Image: https://i.imgur.com/NWCwNig.jpg]

    Moved T Spawns back to slow down timings towards B Site.

    [Blocked Image: https://i.imgur.com/jiI4iIm.png]

    Hoping all the changes improve the flow of the map.

    [Blocked Image: https://i.imgur.com/C9B7HxY.jpg]

    Let's see how it goes!

    Thanks again to @Interfearance and the playtesters at Raidboss.org for all the feedback.

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