Tomato Posted March 4, 2015 Report Posted March 4, 2015 (edited) Hello everyone here the presentation/discussion topic of my first attempt to create a map for CS GO. My map called de_east ( working title ) is placed somewhere in the middle east. As you can see, it is heavily influenced by existing maps as dust and mirage. Not because i like to copy, but because I'm still in the learning process and making this map all by my own takes a lot of time. Time i like to put in the map making itself and rather not in the making of custom models/textures. The current version of the map looks like this: Download files: Latest version: de_east_v3 Older versions: de_east_v2 Some screenshots: I hope you guys like to try it out and provide me with the necessary feedback. Thanks Tomato Edited April 5, 2015 by Tomato Quote
Demolitions Posted March 4, 2015 Report Posted March 4, 2015 Played this in the playtest this afternoon. It has some interesting ideas and parts. I like the balcony to balcony line of site at A, and the sites them selves are okay. Really the problem is that the map has MANY paths to choose from. In competitive I see 1 v 1's becoming frustrating. The map has areas that just don't need to exist. For casual [20 players] this map is enjoyable to play, but with only 5 per team, this map seems a bit too complex. Definitely potential here, but I think you were over-thinking things on the layout. Something I realized on my map just recently. Quote
Tomato Posted March 4, 2015 Author Report Posted March 4, 2015 Played this in the playtest this afternoon. It has some interesting ideas and parts. I like the balcony to balcony line of site at A, and the sites them selves are okay. Really the problem is that the map has MANY paths to choose from. In competitive I see 1 v 1's becoming frustrating. The map has areas that just don't need to exist. For casual [20 players] this map is enjoyable to play, but with only 5 per team, this map seems a bit too complex. Definitely potential here, but I think you were over-thinking things on the layout. Something I realized on my map just recently. Seems like all the things I've heard recently come togheter now. Everyone likes those balcony to balcony fights and too much routes on the map. But what about playability, like taking and retaking objectives, T or CT balance, thinks that should definitly be in or totally not in the next version? Thanks for testing though, I really appriciate it Quote
Vaya Posted March 4, 2015 Report Posted March 4, 2015 Have you copy and pasted brushwork out of Dust and dust2? Quote
Tomato Posted March 4, 2015 Author Report Posted March 4, 2015 Have you copy and pasted brushwork out of Dust and dust2? Nope, but i carefully looked at the buildings in dust, dust2 etc, and then made my own versions of it. Quote
Drakeee Posted March 4, 2015 Report Posted March 4, 2015 (edited) Could we get more screenshots? edit: also there are WAY too many paths. Edited March 4, 2015 by Drakeee Quote
Tomato Posted March 4, 2015 Author Report Posted March 4, 2015 Could we get more screenshots? edit: also there are WAY too many paths. Uploaded some Quote
text_fish Posted March 4, 2015 Report Posted March 4, 2015 Hey Tomato, here are my thoughts in more detail with annotations on the overview. Hope it helps. 1) Simpler route to T balcony. Play with timings so that CT and T can still have cool fights in the room at the top, as they do currently. 2)Safe route in to sewers, as long as CT don't push mid. 3)Pull this back so if sniper wants to remain fairly covered they can't watch whole bombsite -- only T balcony. 4)Bring bombsite B out in to the middle to make it more interesting to take and defend. 5)Consider sinking this area to make a sort of pit that bombsite defenders can hold. This will also mean CT's watching the Dome approach with an AWP have to be semi-open. 6)Everything here is too narrow and fiddly. Consider widening the stairs at the very least. 7)This is an extended part of T balcony with some visibility over bombsite A and sewers. The two brown lines are incredibly well drawn and realistic planks connecting the two parts of T balcony, but you could just as well make it all the same balcony and have a tunnel leading down to sewer (see 2). 8)As with 6, this whole route feels far too narrow. Widen hallways and maybe choose a less cluttered theme. Vaya and Parkcityfan 2 Quote
Tomato Posted March 5, 2015 Author Report Posted March 5, 2015 Hey Tomato, here are my thoughts in more detail with annotations on the overview. Hope it helps. IMAGE 1) Simpler route to T balcony. Play with timings so that CT and T can still have cool fights in the room at the top, as they do currently. 2)Safe route in to sewers, as long as CT don't push mid. 3)Pull this back so if sniper wants to remain fairly covered they can't watch whole bombsite -- only T balcony. 4)Bring bombsite B out in to the middle to make it more interesting to take and defend. 5)Consider sinking this area to make a sort of pit that bombsite defenders can hold. This will also mean CT's watching the Dome approach with an AWP have to be semi-open. 6)Everything here is too narrow and fiddly. Consider widening the stairs at the very least. 7)This is an extended part of T balcony with some visibility over bombsite A and sewers. The two brown lines are incredibly well drawn and realistic planks connecting the two parts of T balcony, but you could just as well make it all the same balcony and have a tunnel leading down to sewer (see 2). 8)As with 6, this whole route feels far too narrow. Widen hallways and maybe choose a less cluttered theme. Thanks alot text_fish you don't know how usefull this is, I can agree with most of ur remarks but still it will take some creativity and time to adapt the map ( but that's no problem ) One thing I was surprised of is that my "mid path", over the inside bridge, actually worked out. So I'll probably leave it there and widen it up more. About the interiors, well I could guess they feel cramped and messy, but still they are interiors, so I'll have to rethink about that about your suggestion of a pit at the back of B, I'm not sure about this, but the back of B is something that has already changed in all of my versions of the map. i was never really okay with the whole site until this version. I know that snipers has a lot of possible ways to cover the site and I tried to adjust it so they have some nice spots, but fewer cover still i think a pit would actually give the defenders some advantage or not? Then I have a last question wich i'm really troubled with, but didnt hear anything about yet. the rotation possibilities to takeover the other bombsite ( mostly B ) If ur CT and defending A, and the bomb is planted B, the T's have actually only have to cover 1 entrace ( the one towards A ) and as time passes, they can consider that the CT is coming from palace. Now I think that CT's have little variation possibilities to attack B. I opened an extra pathway through the appartments but then u still have to cross the inside of palace ( presuming ur coming from mid and dont walk all the way around T spawn) another thing is taht if ur coming from A, and u dont want to go straight to the bomb site, you go into shop, over bridge and jump of the balcony, something that costs you alot of time to do. can i consider this as rightfull flaws in the layout, or wasn't this a big problem during the maptest? thanks in advance (oh and everyone who was at the playtest may provide answers and feedback please ) BTW ur planks are awesome Quote
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