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  3. Kokopelli

Posts by Kokopelli

  • de_neighbors

    • Kokopelli
    • September 19, 2019 at 10:47 AM

    [Blocked Image: https://i.imgur.com/4vJj13m.jpg]

    Big thanks to the playtesters from the Raidboss community for running Neighbors during their Sunday 10-mans! Also thanks to @Interfearance for a lot of very solid feedback. After taking all that into consideration and reviewing demos, several issues became clear.

    The map has long suffered from openness and long sight lines. I'm slowly but surely going through the process of creating better separation between areas to alleviate that. Here is the first of many changes in that direction.

    [Blocked Image: https://i.imgur.com/XR7k43l.jpg]

    Added a fence above T garage to cut off long sight lines towards road. It also makes this side of backyard more room-like so players can push for control and hold it. The cool boost from the hedge below is no longer possible, but I feel like blocking visibility here does way more good. There are also more ways to use smokes and molotovs with this setup.

    [Blocked Image: https://i.imgur.com/pKwGLs7.jpg]

    Replaced my janky func_detail ventilation domes here with some models i didn't know existed and added a platform below.

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

    One of the main issues of the A Site approach was how many entrances it had. Even though three of them were non-standard (windows), it still proved to be too overwhelming for players and made it virtually impossible to hold the site solo. So I've closed the windows to living room and bedroom, leaving only the window to kids room open. This changes a lot. For one thing, CTs can peak backyard and then retreat behind the building much more safely. I've even added a protruding wall to give CTs additional cover when defending a push towards backhill.

    [Blocked Image: https://i.imgur.com/dHMX7rB.jpg]

    I also moved part of this fence forward and added a porta potty for more cover at the top of the hill.

    [Blocked Image: https://i.imgur.com/o1hZxbG.jpg]

    And I replaced the planks of wood against the tree with bags. The net result of these changes is an area that's a bit tighter with more deliberate angles and a better progression for cover.

    [Blocked Image: https://i.imgur.com/tf36C9S.jpg]

    Now this one is huge. I completely blocked off farside (the eastern outdoor side of the map) to effectively reduce the map to 4 lanes instead of 5. It was too easy for Ts to abuse that route and flank the hell out of CTs. It also drew focus away from the driveway and basement hallway approaches to B Site. I've known all along one of these routes needed to go, I just needed to see the map meta develop a bit to make the right call.

    [Blocked Image: https://i.imgur.com/rkZw0Mq.jpg]

    With farside gone, I didn't see much reason to keep the grating and planks at the top of pit so I removed them completely. Now players can drop in smoother and feel less claustrophobic while playing this position.

    I'll get into the changes on A Site in my next post. I gotta get the hell to bed! To be continued...

  • de_neighbors

    • Kokopelli
    • September 9, 2019 at 3:31 AM

    @mtchromatic lol, this one never occurred to me. Thanks for pointing that out!

  • de_neighbors

    • Kokopelli
    • September 8, 2019 at 7:05 AM

    @Interfearance Hey man, thanks so much for your thoughtful feedback. You make great points. I'll definitely address them in the next update.

    I've done a ton of testing with bots and some games with a few friends, but have yet to put it through a real competitive pressure test. I'd like to get a proper playtest going soon.

  • de_neighbors

    • Kokopelli
    • September 7, 2019 at 12:30 PM

    [Blocked Image: https://i.imgur.com/1eCia4k.jpg]

    I decided CTs could use another way into B site to improve retakes and rotations, so I added a drainage pit.

    [Blocked Image: https://i.imgur.com/hjc8PZj.jpg]

    Standing up here will give you a view of the connecting tunnel to pit. The planks on top of the grating are there to restrict some angles, keeping it tight and focused (have to be mindful of the surrounding height variations).

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

    The planks also give players a way to cross over pit and play the corner by the hedge without being seen from below.

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

    CTs can drop down quickly at the start of the round and make it to B site a bit faster now. Also added pipes to let players boost up for rotations.

    [Blocked Image: https://i.imgur.com/g85sxtI.jpg]

    Both teams can leverage pit to defend pushes from farside and backhill.

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

    Pit connects to the redesigned utility room.

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

    Utility room now feels more a part of B site, whereas before it functioned more as a connector.

    [Blocked Image: https://i.imgur.com/0KEtJyN.jpg]

    Hopefully the addition of pit and the expansion of utility room will make B site approaches and defenses more dynamic.

    [Blocked Image: https://i.imgur.com/xz6KoJW.jpg]

  • de_neighbors

    • Kokopelli
    • September 1, 2019 at 7:14 AM

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

    I just got a new PC and noticed for the first time the bloom intensity on this map was out of wack. That's what happens when you build a map on integrated graphics! So much better now.

    [Blocked Image: https://i.imgur.com/dl4dsUs.jpg]

    I redesigned the layout of kid's room and removed some furniture for better mobility and additional after-plant positions.

    [Blocked Image: https://i.imgur.com/pm5KL0a.jpg]

    CTs will now have a much easier time rushing through the window to get into A Site at the start of a round. And the extra space gives Ts in a post-plant scenario more options to defend from this location. -bed -cupboard -sidetable

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

    A Site / Living Room also went through the same process of removing furniture and making space for better mobility and additional post-plant positions. -couch -sidetable -boxes

    [Blocked Image: https://i.imgur.com/kumBV3y.jpg]

  • de_neighbors

    • Kokopelli
    • July 20, 2019 at 6:38 AM

    Neighbors

    Bomb Defusal

    Domestic terrorists storm a northern Virginia community to locate the home of a notorious hacker and destroy his trove of stolen data.[/i]

      Objective A - Destroy the hacker’s PC[/i] Objective B - Destroy the backup drives in the hacker’s car[/i]

    [Blocked Image: https://i.imgur.com/C8wPaEb.jpg]

    This project began as an exercise in capturing a real life location and re-imagining it in a way that's conducive to CSGO gameplay. You might call this the "Canals approach." Creating was a great learning experience and I'm pretty happy with where I landed given the inherent constraints of the location I was trying to capture--particularly the fact that it was a fairly open environment. The biggest challenge was figuring out ways to reduce sight lines in ways that made sense thematically. The result is a map that strongly resembles the source inspiration but with plenty of necessary departures for improved gameplay. It's also my first completed map and entry to the CSGO workshop.

    Looking for feedback on layout, gameplay and visuals. And please let me know if you find any bugs. Hope you enjoy!

    Special thanks to Yanzl for various assets.

    Workshop Link

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