osKo Posted December 15, 2014 Report Posted December 15, 2014 (edited) de_tivoli is one of the most fun layouts I've done according to most people, however there were a lot of unfair flaws with the map that rendered it obsolete. Terrorists having to be forced to take headshots, retaking bombsites, and the rotation times were all screwed up. The problem was, the map was already being detailed, and that is a mistake I have done and will not do again. I'm remastering/redoing de_tivoli and hope that it will be a competitively viable map. revision 3-4 revision 2 revision 1 This topic is made for criticisms. If you have something to say about the map or something I can do to change it for the better, please tell me and I will give you an imaginary cookie and a thanks in return! download r1: https://www.dropbox.com/s/gwe8x66lxl6p4in/de_tivoli_redone_r1%20by%20osKo.zip?dl=0 download r2: https://www.dropbox.com/s/frjpuap2bhft5zi/de_tivoli_redone_r2%20by%20osKo%20-%20updated.zip?dl=0 download r4: https://www.dropbox.com/s/2p3ue6ecx8dcn8n/de_tivoli_redone_r4%2011.01.%202015%20by%20osKo.zip?dl=0 Edited January 4, 2015 by osKo 1488 and Vaya 2 Quote
clankill3r Posted December 15, 2014 Report Posted December 15, 2014 I can't download cause I don't have cs installed on my mac. Here some changes: It's a lot easier now for CT's to rotate. And also for T's when choke points are smoked off. Quote
clankill3r Posted December 15, 2014 Report Posted December 15, 2014 I think this would even be better. It allows for T to switch faster. Also only 3 choke points instead of 4. And mid control allows for easier intel. (It starts to look like de_dust2 lol ) Vaya 1 Quote
jackophant Posted December 15, 2014 Report Posted December 15, 2014 (edited) It's hard to tell from the radar view, but the doorway you've edited in both is actually a mini balcony with a drop high enough to inflict 8-12 points of fall damage. So... firstly, our mini playtest was great fun! shame about my moon ping. I've colour coded the areas for clarity and I hope you aren't bored of my input yet. I'll start with most recent edition: YELLOW The new bombsite B is awesome, I love it! I did mention already but I'll put it in writing, and that's that the route round the back is far too long to really be of use, maybe make it work a little bit more like ruins/construction on inferno and in doing so actually give the CT's the access point to get down there. CTs have to drop into B and Ts have both of the ramps. I think giving CTs the secluded route and Ts the main route which meets up from mid would be more balanced. The pillars are great, maybe extend the middle one down on to the bombsite to have some form of cover? I would also suggest maybe keeping the bombsite square so that there is an open air plant if Ts have a really good planting advantage (like being able to plant for pit, inferno A site) Now we have: GREEN I think you made the route far too convoluted. The fact that you have two paths following each other for a large portion of their route and is entirely wallbangable, I think it would make sense to just make one of them the only path. "The balcony drop in tivoli is too damn high!" and probably a little unnecessary? I only found I used it when I got lost trying to get to B and though the fall damage was better than backtracking (I died as I only had 8hp) The doorways are very tall, but the width is probably ok. The strange ratio makes the doors unrealistic. Try and find a prop door frame for reference. Bombsite A area: BLUE The larger flat area with the crates worked on the previous version as CTs had the double doors to enter from, as did the Ts if they were to push mid. As this is no longer the case, the size of the area is redundant. The solid wall that overlooks the lower area of A is now just a flash trap for anyone underneath, you can't do anything with it. You have to go to the ramp down to the bombsite, that is the only route. Bombsite A is now a lot more tight. Maybe stick a wall at the back of it to prevent people falling in the drink too easily, and bring the plant trigger in by about 16units from the edge. That way you don't get the bomb hanging on by a pixel on that plant I showed you But I would give A some more floor space. A's underground path doesn't offer much to Ts other than to get closer to A without being seen, although CTs get there much faster and it's a bit of a death trap at the bottom of the long A ramp for Ts. Mid / A short: PURPLE I think it works well, the block in the middle is sufficient cover but it's too wide. Making it narrower and the ramp up to CT Long routes to A / B: CYAN The times for Ts are huuuge They are long featureless routes Adding the kinks in breaks the long route and sight lines up but shorter route would be preferred. T spawn: PINKY RED Linked to the long A and B routes, it's too far away. The best way I think you can amend this is by shuffling mid around and bring T spawn closer to mid/CT and bring the bombsites in as well. Edited December 15, 2014 by jackophant Quote
clankill3r Posted December 15, 2014 Report Posted December 15, 2014 (edited) Edit Edited December 15, 2014 by clankill3r Quote
osKo Posted December 16, 2014 Author Report Posted December 16, 2014 (edited) -snip- Edited January 4, 2015 by osKo Quote
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