MinorThreat Posted November 12, 2014 Report Posted November 12, 2014 Hi, I have designed a basic layout for a CS:GO map and built the rough layout in Hammer Editor. I don't want to build it in much more detail without knowing whether this basic layout is going to work. It's not really complete enough to ask someone to playtest it on their server, and I've tried using bots but they're clueless. Could anybody suggest what the best thing to do from here would be? I've included a couple of pics, if anyone could provide any feedback I would be grateful. Quote
Vaya Posted November 12, 2014 Report Posted November 12, 2014 Have you generated the Nav mesh for the bots using nav_generate? Read this thread - about my map because there is a couple of guys in there offering great advice about layout timing and what you should be doing (which I didn't) when putting down the basic design. Quote
tomm Posted November 12, 2014 Report Posted November 12, 2014 (edited) heyo, What are the timings? to me it looks like both team have to move quite a distance. it looks very blocky and kinda dark, also there appears to be a pretty long sightline where the car is(if that's a car) that could end up being an awp fest. I think you should break it up with a few 45 angles. just so much I can gather from an overview pic, it's really best to playtest it.. often. check this thread to do so: Edited November 12, 2014 by tomm TheOnlyDoubleF 1 Quote
MinorThreat Posted November 12, 2014 Author Report Posted November 12, 2014 (edited) Have you generated the Nav mesh for the bots using nav_generate? Read this thread - about my map because there is a couple of guys in there offering great advice about layout timing and what you should be doing (which I didn't) when putting down the basic design. Haven't done the Nav mesh, I'll give that a go and see if I can get the bots to behave better. I have timed the map, but only after I'd built it. It appears that the two teams would meet at the points that I hoped they would (the central tunnel between the two stairways on the left, the choke point in the warehouse above the forklift, the lower floor of the building on the right that's marked in brown, and between that building and the lorry). heyo, What are the timings? to me it looks like both team have to move quite a distance. it looks very blocky and kinda dark, also there appears to be a pretty long sightline where the car is(if that's a car) that could end up being an awp fest. I think you should break it up with a few 45 angles. just so much I can gather from an overview pic, it's really best to playtest it.. often. check this thread to do so: The distance thing was my main concern; mostly the T route to B on the far left, which takes about 30 seconds from T spawn to the bombsite. I've checked other maps and this appears to be a significantly long time. In contrast, the route to A on the far right takes about 18 seconds, which is relatively short. I'd chop a bit off the journey through the tunnel on the left hand side, but the tunnel between the two staircases was supposed to be one of the areas of conflict, so it would probably remove that aspect altogether. Having played a few games with the bots (in their limited capacity), it doesn't seem like the CTs journey between bombsites, or from any of the main areas of conflict to the bombsites, is too time consuming. Having said that, if you attempted to do a full circuit of the map then I don't think you'd reach the bombsite in time, mostly due to the large distance along the front of the warehouse at the T spawn. I'm not really sure what you're referring to when you say "car". There's a forklift in the middle area, which is going to be a warehouse, and a lorry/semi on the road on the far right. I haven't really finished adding cover features yet- I was hoping that playtesting the map would help me work out where they were best placed, but I suppose it's the kind of thing that you have to place first and amend later. As for the lighting, it seems bright enough in-game. Don't think I took a very good screenshot. Edited November 12, 2014 by MinorThreat Quote
Void Posted November 12, 2014 Report Posted November 12, 2014 I would also recommend looking at Vaya's thread we cover a lot of really nice ways to go about level timing there. You're correct in thinking that 30 seconds is waay too long. 18 Seconds also seems OK if you're talking about actually getting on the objective itself. Keep in mind, chokepoints for bombsites usually happen at around the 7-10 second mark. There are exceptions to the rule, and make sure that you balance them accordingly. A Short choke-point should be a hard one to get through and less complex than the longer choke-point times. Use this link posted by Vaya: http://csgo.99damage.de/de/statics/rushtimings as a reference. Good starting point. It has a couple question marks in my opinion, but is generally a good resource. As far as your map is concerned: What is the value of the lower hallway at mid? The one right above T spawn? The player seems to enter mid much further up so than sending players along through the bottom hall just seems like it would take more time than it was worth, rather than simply having people flash+smoke and push the upper hall. Quote
MinorThreat Posted November 12, 2014 Author Report Posted November 12, 2014 I would also recommend looking at Vaya's thread we cover a lot of really nice ways to go about level timing there. You're correct in thinking that 30 seconds is waay too long. 18 Seconds also seems OK if you're talking about actually getting on the objective itself. Keep in mind, chokepoints for bombsites usually happen at around the 7-10 second mark. There are exceptions to the rule, and make sure that you balance them accordingly. A Short choke-point should be a hard one to get through and less complex than the longer choke-point times. Use this link posted by Vaya: http://csgo.99damage.de/de/statics/rushtimings as a reference. Good starting point. It has a couple question marks in my opinion, but is generally a good resource. As far as your map is concerned: What is the value of the lower hallway at mid? The one right above T spawn? The player seems to enter mid much further up so than sending players along through the bottom hall just seems like it would take more time than it was worth, rather than simply having people flash+smoke and push the upper hall. Thanks for the advice, I'll be sure to check out that thread. I'm not sure what you mean about the hall (it's actually a warehouse which is 256 units high in the upper and lower sections, with the narrow section being 128 units high), but if I remember rightly it takes about 10 seconds to reach the corner at the narrow section. Are you suggesting that I open the bottom entrance and close the side one? Quote
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