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Setin

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Posts posted by Setin

  1. I would say that you need more pictures. Also I would remove that filter you have over all of your pictures, just show what it actually looks like. Only 2-3 per map is pretty low. If possible, videos would be an excellent addition to the site so that we can see the maps in action. People have a low attention span and you have to capture an employers attention very quickly and wow them, so videos can definitely help with that. 

  2. Chatter has been picked up indicating an imminent attack on a small town in southeast Asia. Intel reports that the target is the church. A secondary target in the area may also be the Tree of Life, an old sacred tree in the town. We need you to prevent the Terrorists from succeeding. If they are able to successfully attack this town, then more attacks may follow in this region.  Oh, and weather reports indicate a monsoon moving in, so be quick. Civilians have already been evacuated so weapons free.

     

    *NEW UPDATE: 8/12/13:

     

    On a spree last night after I saw an interesting picture, I redrew up another layout and whiteboxed it out really fast. Turns out it was a lot of fun to play. I've got pictures of the previous version in game that I had changed after the playtest and of the new one I made yesterday/this morning. Any input is appreciated. 

     

    Old 8/9/13:

     

    After the playtest I've gone over the map a lot more.  I felt unhappy with the bombsites in general and decided to rework those. I also went through all the feedback I received and changed the layout accordingly.

     

    I also went over the theme again. The area is now a old, small town in the Philippines during the start of a monsoon. There are stone buildings combined with wood/corrugated metal ones with limited foliage. This was changed to a more populated town with tons of high buildings.

     

    I should have the changes completed by Tuesday to possibly playtest again.

     

    Changes:

    Rain has been fixed! Had wrong setting on func_precipitation volume.

    - Shifted mid/CT spawn/T spawn slightly over to the left to more center it. Also crunched up the map slightly more so the paths weren't so long. The testing showed A as a less interesting area and felt too long to get to. This was to help Site A get more attention and reduce walking times. 

    - Got rid of the awper paradise. AWPs were good everywhere, so I went through and shortened paths and made them less sniper friendly overall. 

    - I was unhappy with both sites. The seemed uninteresting and lacked a good theme or any character. Bombsite A is now a church. Bombsite B is now a large tree on a platform. 

    - Got rid of the low water. Just going to have the puddle meshes instead. 

    - Mid is more straightforward. Previously there was a long path with a wide area attached to the right of the center. This felt awkward and didn't have good action. 

    - Changed path from Mid to B to go to a path instead of into the site. There felt like too many places to watch in the previous version of bombsite B. I also felt like there should be somewhere to back up into and decided that just moving the path to not go into B would fix this. 

    - The palm tree path was removed because it felt to clunky. 

     

    Preview picture (T spawn): 

    Old 8/5/13

    2013-08-05_00001.jpg

     

    Layout: 

    *NEW 8/12/13 (New version) - Alpha 3

    de_monsoon_overview6.jpg

    Old

    de_monsoon_overview5.jpg

    Old 8/5/13

    de_monsoon_overview4.jpg

     

    Mid:

    *NEW 8/12/13 (Updated version) - Alpha 2 (from CT side)

    Alpha2_MidFromCT.jpg

    *NEW 8/12/13 (New version) - Alpha 3 (from T side)

    Alpha3_MidFromT.jpg

    Old 8/5/13

    2013-08-05_00002.jpg

     

    Bombsite A:

    *NEW 8/12/13 (Updated version) - Alpha 2

    Alpha2_ASite.jpg

    *NEW 8/12/13 (New version) - Alpha 3

    Alpha3_ASite.jpg

    Old 8/5/13

    2013-08-05_00003.jpg

     

    Bombsite B:

    *NEW 8/12/13 (Updated version) - Alpha 2

    Alpha2_BSite.jpg

    *NEW 8/12/13 (New version) - Alpha 3

    Alpha3_BSite.jpg

    Old 8/5/13

    2013-08-05_00004.jpg

     

    CT Spawn

    *NEW 8/12/13 (Updated version) - Alpha 2

    Alpha2_CTSpawn.jpg

    *NEW 8/12/13 (New version) - Alpha 3

    Alpha3_CTSpawn.jpg

     

    T Spawn

    *NEW 8/12/13 (Updated version) - Alpha 2

    Alpha2_TSpawn.jpg

    *NEW 8/12/13 (New version) - Alpha 3

    Alpha3_TSpawn.jpg

  3. cs_agency:

     

    I really like the visuals so far. It gives off the Mirror's Edge vibe of being really bright, clean, and vibrant. I feel now like changing it to sunset might ruin that but we'll see. The ads in mid were also a nice touch =). One thing on gameplay though, I felt like the paper room with the hostage in it was unbalanced. A terrorist could sit in there and watch 2 of the 3 mains paths (stairs and one of the mid walkways) to the hostages while in strong cover. Maybe just change that paper box prop to something taller so they have to leave the room to see out into mid. 

     

     

    de_viper:

     

    Looks like it could be interesting, hard to tell gameplay with just open areas and no real cover besides from the bsp. A seemed like it was too easy to defend and as a T I never felt like I wanted to go there. (this could obv. change being 5v5). A site looked really interesting though. B was a fun site, but seemed a little large. 

  4. @ tr0nic

     

    Ya, I've been looking at it a lot and have started bsp'ing it out. There isn't a lot of routes, but it does feel somewhat confusing. I'm thinking of moving T spawn to the right and back slightly. I'm also thinking of getting rid of the ramp down to mid right in front of T spawn and moving the one from mid to B in the lower right down slightly. This would get rid of one more route and would centralize things better on the T side of the map. 

     

    On the point of CT rotation, I wanted it to be different than regular figure 8 layouts where there are routes to everywhere from mid basically. Bombsite B is kind of like de_inferno in how that it can only be reached from banana and CT spawn, mine can only be reached through CT spawn and T's path to B.

     

    My layouts also usually end up looking like a 5 year old's drawing. My first couple of versions of this were mostly hastily drawn out on paper a few times and then a bit more thought out on grid. I felt though that with that hastiness, the layout wasn't as thought out and I didn't feel as committed to the project. So I decided to slow it down and do it in Photoshop. It took me a lot longer to do, but I feel that this version is much better and was worth the time.

     

    Here is a picture with the routes highlighted in red, The route changes that I mentioned above for T are the blue lines, and the blue circles are the expected CT defense spots. One CT covers top A, one lower. One covers mid (he has view of the bridge [darker red line over mid] as well and can call/cover that too). One CT covers the tunnel and boost (darker red line) at lower B and one covers upper. Rotating from A to B may take longer, but the paths are much wider to get there, allowing for an easier take. Rotating from B to A there are more paths/entrances, but they all have narrower paths which are easier to defend. 

     

    de_monsoon_overview_routes.jpg

  5. Hey everyone! First post here. Wanted to get your opinion on a new map for CSGO I've started working on. Got the layout done and bsp'd it out really quick. 

     

    I wanted to make a competitive map and hope to accomplish that with this one, de_monsoon. The idea behind the map is that it is during a monsoon on a south Pacific island, there is rain coming down like in de_aztec - the visibility is still high though. There is also thunder every 20-30 seconds.

     

    There would be buildings like in de_dust2 in a southeastern Pacific theme all around the map. There would also be a ton of foliage with palm trees and other plants. The lower areas of the map are flooded (sewer and mid street). I wanted to try and get away from the regular figure of eight pattern and tried making a different layout that would still be fun and work competitively. I've made it so where A has less entrances into the bomb site but more overall paths to it, while player that go to B have to commit to it, but are rewarded with more paths into the site. I wanted the main area of the map, the street to but a high point of contention between the teams, so there are many ways to get to it and paths that lead to it. 
     

    I've still got a long way to go. I hope to keep you updated as I progress. 

     

    de_monsoon_overview.jpg

    Overview Layout

    2013-07-26_00001.jpg

    T- Spawn

    2013-07-26_00003.jpg

    Street view from T side

    2013-07-26_00004.jpg

    Peak spot view of Street from CT side (This already seems OP to me and I may take this out)

    2013-07-26_00005.jpg

    View of Bombsite A from near the doors on CT side

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