leplubodeslapin Posted April 16, 2013 Report Posted April 16, 2013 (edited) Hey, I have finally done my map de_print for the CEVO-Gamebanana contest and I'd like to introduce it to you. The map has been created during the 3 months of the contest, keeping in mind both gameplay and esthetic aspects. I've put a lot of work in it and it was really hard to do this for me but I'm glad it's finally done Let's start with some screenshots : And the radar : The environment is an abandoned printing house, far from the city at the end of the winter. Finally, I still have some things to improve (graphics in some area, add some things in the 3D skybox, fix few firing lines that are not appropriate to a Counter-strike map, add moving clouds shadows ...) but I think I'll do this later when I'll up the map on the Workshop (where it is easy to update your map for every users). I hope you'll appreciate the map, go download it from Gamebanana !http://csgo.gamebanana.com/maps/173673 Thank you and have a good day ! Edited August 26, 2013 by leplubodeslapin 2d-chris, blackdog, FMPONE and 3 others 6 Quote
Deh0lise Posted April 16, 2013 Report Posted April 16, 2013 Nice map! I've just left some feedback in playtest thread based on the few rounds I've played (). Quote
leplubodeslapin Posted April 17, 2013 Author Report Posted April 17, 2013 Hey, Thank you for your feedback, it is really interesting and prove how much importance you give about the gameplay of the map and its esthetic (i'm glad at least someone saw that i tried to make cold exteriors and warm interiors ). As you said, the map is much more playable in a match because both 5 members of each team must play together, let me show you why : It is fun to play and there is a lot of action, but I felt too insecure as CT. In bombsite B I felt surrounded by Ts, they can come from two closed doors easily, without much risk, and if they take the one outside they can peak through a small window that gives them a big advantage. It was hard for me to predict where they would come from some times In fact, this is how i expect the map to be played by CTs : By playing this way, CTs are covering each areas and can make some back-up to help their teammates, while one guy can stay on the bombsite just in case (player 1 for site A and player 4 for site B and exterior). The player 4 is in a rotating position, player 5 must tell him if people can pass in the exterior and he must help him by killing terrorists through the window. But by default, he must cover one of the 2 doors and player 3 covers the other one. But i disagree with you on one point, I think it is much easier for CT to kill terrorists that are coming from the doors than a terrorist to kill a CT that is above him (like in the interior of nuke, it's really hard for terrorists to come and kill the CTs without losing 1 or 2 people). Bombsite A is also nice for Ts, there are two different routes (+vents), and I guess cover positions would be window and platform (or corridor), as there is not enough cover closer. For my taste CTs need another box to cover their legs, just like Ts in the long route (they've got a wooden box in the longest route and stairs). Window spot is nice to cover column route, but I'm not sure about how the CT there would handle vents + column attack, or even two vents. You are right about the main cover positions but there are plenty others If terrorists want to come from the vents, they must break the metal grate and this make a noise and can easily alert CTs about the position of terrorist(s) in vents. But yes, it's true that it makes the cover harder for CTs, that's the aim I think a box (or metal plate) on platform fence, close to the upper metal red structure, might prove useful to control the first B door. I guess covering positions are one metal window, and two truck, one looking the door and the other one long B route. Humm this looks pretty interesting, could you show it in an edit screenshot ? I'm sorry i don't really understand :x Finally, thank you again for testing the map and leaving such a feedback Quote
leplubodeslapin Posted April 17, 2013 Author Report Posted April 17, 2013 Didn't even passed the top 10 selection ... I really don't understand their selection, this might be rude to current remaining participants, but i thought my map was much better than some of those selected maps in terms of gameplay and esthetic (artistic and visibility). Really really disappointing, 3 months of hard work, i think they decided to make a quick decision when arrived the last maps during the last day (which would be totally unfair and awful). Quote
Deh0lise Posted April 17, 2013 Report Posted April 17, 2013 Vents (a and b) let T attack from two different spots at the same time, which is hard for anyone covering that square. Also, if there is someone in the 3 positions marked in orange he has an inferior position against a rush as he does have to cover two vents plus the corridor. The only spot you can do that is in the plant you use to get to the roof, but your weapon might be seen. Adding a cover (teal line) might help that position, though it is still unsafe, you are surrounded. I don't know if it would be possible to make that area strong for CTs with those vents (maybe making them go a bit farther to slow switch speed and make it safer? closing one vent just let in light?), it is insecure, I wouldn't cover there, I'd keep with window and not close to its frame (two coming from vent are too much for one CT). The other two might are relatively fine, but T do have advantage with the teal squared crate, which covers half of their body. I'd eliminate that crate or try to reinforce d and e spots. Moving the crate to give "e" the same advantage T had in long and adding something to d to have the same part of the body covered might help to equilibrate it. The positions you've marked between servers in A, and inside B (crates) are nice for some rounds with a MAG-7, but are more of a rat-trap if you are holding an M4, you wont use them as much. The position inside A spot hasn't a good cover if T come from the other side, so it is not a good option for me, you've got to rely on your mate controlling long, who'll have to tell you in time to go back to "e", or get screwed in vents. Here I marked the two spots I thought were too difficult, as you can see they can be seen from two spots (the one on truck is the one I saw looking long). That is why I'd stick with the one outside in the front of the truck (T see only the head) and add cover for the other one on platform. I've draw a line in the front, but it could work nice in the side or even make the window razed and cover him somehow, just to make him feel protected, he has to concentrate in one single target). The one marked with a teal circle is my favourite position because he is really covered and can switch fast, he has a nice route for support, but has a problem, he can't change position from up double doors to window, once he drops down he can go up (yes, he can help spamming wood, but that is not enough and support from double doors is T territory). Now the orange line "a". This is the fastest way to support B, but it is controlled by T, and they can easily leave someone to control it, so the support will suffer or go slow to take care of the situation. This is how I thought it would be covered. Number 1 can vary position to the safer ones, but number 2 has to stick behind the front of the truck (if he covers from window he can be fired from behind -double doors, if he does from 1he can be shoot from the other double doors). Number 3 is the best man to help A, he arrives faster than anyone, as the others have a long route if they don't take double doors (controlled by T). I think the problem here lies in CT supports. T control the middle and can switch bombspots really easy, but CT do have to travel a lot or take a dangerous route (double doors). Maybe if you made it possible for 3 to go back to the window and help 1 go back to platform faster and safer (not having to go up the ramp from the outside), maybe connecting platforms 1c-3 where the ramp is with wood planks a hanging vent, or just a ladder or using the boxes it may help them out. Meanwhile I feel like T can control the map easily. The strategy I'd use for T is to enter B with two people in each double doors + one outside. Number 3 may go back, but 1 and 1c may have troubles. You can also play to open/close the doors to check if a CT has his back uncovered. Opening doors from one side (covered) is easy, and throwing in a smoke too (to the metal wall and straight to the line of sight of 2 and 1a/1) Comparing de_print with de_nuke I think the latter does give CT a big advantages compared to the former. Print grants 3 of the four walls of the rooms to possible T attacks, two double doors and one single upper platform over double doors. In the other side, nuke has higher platform (covering all walls) over doors and grants T with only one single door and a wide open entrance where CT see the feet of enemies first. I think the nuke is too hard for T, I always thought there were too many upper platform (four walls), but I think print gives too many advantages to T. Platforms on nuke give advantage to CT because you can't predict where they are, and they are way above you, so you are forced to do some unnatural movements (too high for me, moving mouse upwards is not as easy as moving it to the sides). As there is only one platform not in the front of a door (second double doors) the prediction is easier and the mouse movement more natural in print, so those are good points for me, but it is still too difficult for CT. Maybe playing with the kind of doors and its size (v.g roll up doors showing only feet, a broken double door which only one does open etc) might help giving CT a bigger advantage. I am not sure about extending platform over to the other door, but making it possible for 3 to go back in once over platform would really help. Testing it properly might change my opinion, but this is what I'd consider. Hope I helped somehow Quote
FMPONE Posted April 18, 2013 Report Posted April 18, 2013 I honestly have no idea how the hell this didn't make it to the finals. Quote
Deh0lise Posted April 18, 2013 Report Posted April 18, 2013 (edited) I didn't expect it either. I've just noticed I answered after the selection. I had no idea, I didn't even see your previous post as I was writing mine. Sorry man, this selection sucks. Edited April 18, 2013 by Deh0lise Quote
FMPONE Posted April 18, 2013 Report Posted April 18, 2013 Favela also didn't get selected, which is idiotic. Quote
KungFuSquirrel Posted May 18, 2013 Report Posted May 18, 2013 Hey, excuse the bump - is this map available on Steam Workshop? I'd like to add it to the MapCore collection Quote
leplubodeslapin Posted May 18, 2013 Author Report Posted May 18, 2013 No problem, that's really nice ! I am going to post it on the workshop soon, I just want to change few things in the gameplay of the map (I havejust started to work on it again this week, it won't take too much time). Then, i'll make some updates for esthetic improvments after. Quote
FMPONE Posted May 27, 2013 Report Posted May 27, 2013 (edited) what's this http://www.reddit.co...nally_made_its/ you know what to do, Mapcore! Edited May 27, 2013 by FMPONE leplubodeslapin 1 Quote
leplubodeslapin Posted May 27, 2013 Author Report Posted May 27, 2013 Thank you a lot for this reddit post Indeed, i have posted the map on the workshop http://steamcommunity.com/sharedfiles/filedetails/?id=148027212&searchtext= I have made some small gameplay improvments and I am going to improve the atmosphere of ex-URSS sovietic place which is currently not in place at all. ElectroSheep 1 Quote
leplubodeslapin Posted August 26, 2013 Author Report Posted August 26, 2013 Hey, i made with my friend nicoreda something cool for the map, i hope you'll like it : http://www.youtube.com/watch?v=TLO5sVbJgDk nicoreda 1 Quote
blackdog Posted August 26, 2013 Report Posted August 26, 2013 Maybe it's the video encoding, but at normal speed seems to be stuttering. Wip? Very interesting btw, it's subtle but it will deffo give more depth. Quote
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