unremarkable player Posted February 28, 2015 Report Posted February 28, 2015 Just initial thoughts with regards to the layout - bomb sites seem to be a little isolated from one another, making it difficult for Ts to rotate to either site. Typically, CS:GO maps follow a 3-lane layout, middle, B and A, with one of those sites having an extra entrance for Ts or both teams to use (pretty much the winning formula for the most popular maps). I don't know how it plays out, but your mid rotation is potentially a little too close to the CT side and a little too easy for them to control. Each site has only 1 T entrance which could make it difficult for them to access. Good effort so far, some more details, maybe some paths edits, even additional of a non-traversable mid (windows) could be good for early picks. There's issues with the displacements near A site when going from T spawn, you can get stuck on a few if you're walking up hill. Think about adding a player clip on the hill, or fixing the rocky bits. Quote
SamCom Posted March 1, 2015 Author Report Posted March 1, 2015 Updated on the work shop again! Workshop Link Added 8bit's suggested path to A, and lots of small tweaks, as usual. New layout: Hmm, I think you misinterpret what I meant over pm. The extra passage you added now sort of nullifies the original entrance. I'd add two closed doors at new passage, make them spammable and add something like in the pictures below instead (pictures 1 to 3). The door in picture 1 closest to T spawn, you could open up the interior to give T's more room to maneuver in. Opened up sort of like the interior in de_mirage, right before exiting palace @ A site. The 4th picture though, it might be too powerful for T's to give, a catwalk looking over A site. <pic snip> 8bit, pics 1-3 are in the workshop build now. Only tried with bots, as usual, but I like it so far: Just initial thoughts with regards to the layout - bomb sites seem to be a little isolated from one another, making it difficult for Ts to rotate to either site. Typically, CS:GO maps follow a 3-lane layout, middle, B and A, with one of those sites having an extra entrance for Ts or both teams to use (pretty much the winning formula for the most popular maps). I don't know how it plays out, but your mid rotation is potentially a little too close to the CT side and a little too easy for them to control. Each site has only 1 T entrance which could make it difficult for them to access. Good effort so far, some more details, maybe some paths edits, even additional of a non-traversable mid (windows) could be good for early picks. There's issues with the displacements near A site when going from T spawn, you can get stuck on a few if you're walking up hill. Think about adding a player clip on the hill, or fixing the rocky bits. Thanks for taking a look! The distance between bomb sites had been common feedback, but the result seems to be making it easier for Ts, since CTs can end up a ways away from the sites. Moving the bomb sites will be messy at this stage, but it's still on the table. Maybe the playtest next weekend will clear it up. And I've smoothed out that A displacement, hopefully that fixed that bit. Quote
SamCom Posted March 8, 2015 Author Report Posted March 8, 2015 Attempted a more dramatic change for the playtest, moving B closer to the CT spawn, and blocking off the right hand side of the map: I don't think it was successful. The idea was to cut down on people being lost, and make rotation shorter, but it just made B a terrible/impossible choice for Ts, and made the map very CT sided. Not exactly sure where to go from here. There needs to be another route to B, and A is somehow both too cluttered, but not enough cover for planting. Quote
Muffin Posted March 8, 2015 Report Posted March 8, 2015 (edited) If you are going to make b that close to CT spawn, give T's.. 1: Upper ground 2: Lots of entrances 3:Easy way to fake That should make up for how close B is. But I honestly liked the old version And the map kind of looks really simple too with this change. Edited March 9, 2015 by InfinitySlayerX Quote
Mvllsk Posted March 9, 2015 Report Posted March 9, 2015 I liked the map and especially the levels of elevation, but there are a few concerns I have: Yellow/Green: Remove the second path mid, make it an alternative rotation route for A. This should allow rotations to be done much quicker and also enable CTs that are pushing A site to flank. Currently, A is a very passive spot to play, held mostly from mid and the window. Red: Add a sight cover or a roof or something for the Ts to be covered from window. There are just way too many places you have to look, especially window and ramp. The container could be flipped to adjust for such a change to hope up the line of sight behind the red area. Also add a box or something to land on for CTs that hop out of window into A site. Yellow/Orange: Add aditional paths for B. Currently, holding mid cuts off B completely. Blue: Move CT spawn back a bit, but only if a fall damage cancel option is added for the window room to accomendate A rushes. Quote
Vertex Posted March 9, 2015 Report Posted March 9, 2015 Just a quick idea. Maybe move B site down and shift T spawn to the left? Quote
Muffin Posted March 9, 2015 Report Posted March 9, 2015 Just a quick idea. Maybe move B site down and shift T spawn to the left? That makes T's reach site as fast as CT's Quote
SamCom Posted March 10, 2015 Author Report Posted March 10, 2015 (edited) I liked the map and especially the levels of elevation, but there are a few concerns I have: Yellow/Green: Remove the second path mid, make it an alternative rotation route for A. This should allow rotations to be done much quicker and also enable CTs that are pushing A site to flank. Currently, A is a very passive spot to play, held mostly from mid and the window. Red: Add a sight cover or a roof or something for the Ts to be covered from window. There are just way too many places you have to look, especially window and ramp. The container could be flipped to adjust for such a change to hope up the line of sight behind the red area. Also add a box or something to land on for CTs that hop out of window into A site. Yellow/Orange: Add additional paths for B. Currently, holding mid cuts off B completely. Blue: Move CT spawn back a bit, but only if a fall damage cancel option is added for the window room to accommodate A rushes. These all made sense to me, so I put them in. Version on the workshop updated! New layout: Changes to old B. Narrowed it a little better to make for better engagement ranges, less of a killbox: Changes to A. Just out of frame at the bottom is a crate to break a fall for no HP loss, making the window a route into A for CTs. Added some cover for planting, put another shipping container on the other to cover the far entrance from the window and the ramp down. Also visible to the left is the now closed old passage from mid. New route from mid to A: Other changes: - Moved CT spawn back a bit. - Added more clip brushes, removed some possible escapes from the map. - Switched incorrect bomb sites in radar (fun fact, the first site you place in Hammer is A, the second is B) - Larger and centered radar. Edited March 10, 2015 by SamCom Quote
Muffin Posted March 10, 2015 Report Posted March 10, 2015 It takes a long time to get to b from terrorist side though.amiright? Quote
Mvllsk Posted March 10, 2015 Report Posted March 10, 2015 It takes a long time to get to b from terrorist side though.amiright? that isnt necessarily a problem. It also takes long to take A on inferno for example. Or Season. The power generator underneath A window has made the map much more interesting. You can boost there to get another very cool position to hold from. Overall, these changes really improved the playabilitiy of the map. Quote
Muffin Posted March 10, 2015 Report Posted March 10, 2015 It takes a long time to get to b from terrorist side though.amiright? that isnt necessarily a problem. It also takes long to take A on inferno for example. Or Season. The power generator underneath A window has made the map much more interesting. You can boost there to get another very cool position to hold from. Overall, these changes really improved the playabilitiy of the map. Ok thanks, I'll be sure to playtest it tonight. Quote
Mvllsk Posted March 11, 2015 Report Posted March 11, 2015 Scratch my earlier comment. It's actually veeeery nice, not just good. I realized how fresh and new the map now feels. There are so many strats that Ts can pull off here. It definitely took away the heavy ct bias the map had. I'd love to see another mapcore playtest for the map and especially a 5v5 playtest. Quote
Muffin Posted March 11, 2015 Report Posted March 11, 2015 What timezone do all you guys follow? I can play in the 5v5, but the time differences Quote
SamCom Posted March 11, 2015 Author Report Posted March 11, 2015 Scratch my earlier comment. It's actually veeeery nice, not just good. I realized how fresh and new the map now feels. There are so many strats that Ts can pull off here. It definitely took away the heavy ct bias the map had. I'd love to see another mapcore playtest for the map and especially a 5v5 playtest. Hey, glad you like the changes! Probably too soon to request another playtest, but a 5v5 would be interesting. Trying to find a way to get more eyes on it, posted it in r/csgo and it sunk without a trace, got some good feedback in r/csmapmakers, though. Quote
Vaya Posted March 11, 2015 Report Posted March 11, 2015 What timezone do all you guys follow? I can play in the 5v5, but the time differences central europe and Uk time mainly Quote
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