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[CS:GO][W.I.P] de_offshore_beta (new name)


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Posted (edited)

Hi,

I'm new to this forum and i wanna say hello to everyone. I'm a french Self-taught beginner in mapping and I try to improve the quicker i can :)

Please, excuse me for my english if some isn't correct ( and feel free to notice me about :) ).
 

I've changed some things due to feedback from community here and on the workshop, feel free to test it ;)

 

So, Let's talk about my first map !

 

 

"This is a beta of a map i'm currently working on. It take place on an Oilrig. I'm looking to make il playable competetively and I love to hear from your feedback. I hope you'll send me plenty records of 5v5 played on this one.Also, If you are talented and like this project, i'm looking for some help! I think about model creation, and optimization ( because this version isn't. ) but feel free to contact me if you have any idea that might improve this. See ya in game ;)"

 

The story of the layout !

I started this layout with only 4 area that were on different height levels. The CT was upper than the 2 bombsites. and the T's were under the 2 bombsite. This is still actual. I wanted to do that because i could make CT go quicker on BP's by a jump, so they will be first on bombsite which is, I guess standard and usefull :) . So when a CT choose a bombsite by jumping on IT, they will spend far more time to rotate back to spawn and then the other BP. What I was looking for was to get two rotates from A to B. One from CT like standard map, and one from the T spawn which is now closer by jumping, this one remplacing the standart mid rotate.

The consequence of this choice is a smaller map. that could be really rush fast. I'm not really sure if it is too small or not to competitive play, and i would love your feedbacks about that. I also try to add wallbangs, cause i got the feeling they are dissapearing from counter strike gameplay, and for me, that's a shame ! One consequence of being smaller. I find that it give a much more importance to sound. From my first playtesting on 1v1 and 2v2 ( and also 1v2... ) Players are going for more sneaky and stealth gameplay. ( Yes, they're walking... ).

So you can find this beta map in the workshop if you wanna try it out! I also want to organized 5v5 to playtest in real conditions, so feel free to add me on steam about that.

Because i'm learning to master the hammer editor, i've come with a not optimized map at all. and I am also looking for advice and tips to make it smoother. I've looked a lot of tutorials on optimization about hints etc... I understand how to use it in simple area. but in a area like the one i build, i don't know what is the best way to do it.
 

Thank you for taking the time to look at this and give me a lot of feedbacks guys ;)

 

almost 24/7 de_offshore_beta server : 94.23.203.194:27040

P.S : By the way, here is the link to the workshop page of this f****** map :)
http://steamcommunity.com/sharedfiles/filedetails/?id=420706401&searchtext=oilrig

And a direct download from google drive ( maybe not updated as fast as the workshop ) :

https://drive.google.com/open?id=0B8AEH8uypeDOfnVEbTlPZEZMWXlwSG1mRTdxNW5iNE5nUWpQeGdtNzIwNVg4NmJ5UUFZZVU&authuser=0

 

Update One :

- Rebrushing some area to get a solid build
- Change textures a little
- Remove railing props to a superbe simple textured brush.
- Adding lights in area that were to dark
- Change the lower path to B to give more cover to T.
- Add a little plateforme behind the A door.

 

Update Two :

- Changes the old name "de_oilrig" to the new "de_offshore" because of the old 1.5/1.6 as_oilrig, this awesome VIP map my project was not about :)

- Tweek the height of the CT's platform behind B.

post-32351-0-98419800-1428341558_thumb.j

post-32351-0-66275000-1428454153_thumb.j

Edited by bEn-
Posted (edited)

Thank you for the link, i just ask to put me on schedule for the 14 of April. I'm also looking for competetive 5v5 playtest and I find this

https://docs.google.com/forms/d/1oN2U5QvAQOxdIXvtoAkSbLEL5d5DTutt3joWdhybnUg/viewform?c=0&w=1that I will also try.
Can't wait to get feedback and find ways to make it better :P

 

Edit : actually i was so excited to get a response that it didn't bother me at all :)

Edited by bEn-
Posted

Thank you for the link, i just ask to put me on schedule for the 14 of April. I'm also looking for competetive 5v5 playtest and I find this

https://docs.google.com/forms/d/1oN2U5QvAQOxdIXvtoAkSbLEL5d5DTutt3joWdhybnUg/viewform?c=0&w=1that I will also try.

Can't wait to get feedback and find ways to make it better :P

Edit : actually i was so excited to get a response that it didn't bother me at all :)

yeah, well don't expect responses on your post everyday, sometimes people don't reply for weeks at a time
Posted

I had a run around on this last night, and I was wondering how many tutorials you'd followed?

 

While I like the size of the project and it has some interesting concepts, your brushwork needs a lot of work. You've got gaps all over the place and a lot of <8 units thick brushes.

 

The jump over the rails from CT spawn is a nice touch, but it disrupts flow. It's a better idea for some sort of boost or dangerous shortcut, not part of the main flow of the map. Talking of flow, you've got a bit of a maze in places with routes backtracking over the top of somewhere you've just come from.

 

And FYI, that doorway to nothing is again, a really bad idea. If you had the intention for a jump there, make a small platform first at least.

 

If I were you, I would rebrush the entire map (don't bother with props, fancy cut in doorways, or slumped against a wall civilians who are dead), just really concentrate on getting a more solid build before the 14th. Otherwise people will pick it apart and you want them to focus on testing it, not commenting on the quality.

 

For all your railings, if you do rebrush the map, maybe use he railing texture found under the text editor if you type "meas" into the filter.

 

GL HF

Posted

Thank you for the feedback, I'm trying to resolves all thoses problems. I made a bunch of updates to fix things, feel free to test it !
I'm also going for a server with this map 24/7, a 12slot as soon as possible.

As MannMan ask, i will give you a Google Drive link for direct download aswell but it might be updated not as fast as the workshop pages ;)

Googe Drive link : https://drive.google.com/open?id=0B8AEH8uypeDOfnVEbTlPZEZMWXlwSG1mRTdxNW5iNE5nUWpQeGdtNzIwNVg4NmJ5UUFZZVU&authuser=0

Posted

Well I like them even if I failed hardsome times :)

About the railing textures, it can be annoying to be shot from underneath especially when you can be shot from other angles too, it feels much riskier than the other paths !

(By the way like Phoenix doing many things ! )

Posted

Tell me which jump you find too hard if there is some.

About the railing textures, i feel the same for some parts. I already change it on the upper path to B from T.

If another one bother you, tell me ;)

Posted

I'll test the new version when I will have a proper Internet access :)

They are not too hard but at first I needed two or three tryouts to really get it properly, but it is nice, if this goes into an operation many will fall and die at first,and us here will have a great advantage for a round or two, niark!

Posted

Tell me which jump you find too hard if there is some.

About the railing textures, i feel the same for some parts. I already change it on the upper path to B from T.

If another one bother you, tell me ;)

 

It's not about the jump being too hard, the point is unless it is completely safe there is a chance you could die before the game has even commenced.

 

It's not competitive and dangerous/hard jumps should be reserved for high risk / reward situations, and not too many of them.

Posted

Some of the jumps are way too EASY and screw up timings largely. Make them harder jumps so that it is greatly "risk reward"

 

we're playing csgo. it's not a 200m hurdle race, we're not spiderman and it's not a kz map.

 

Removing most of them would be the better option

Posted

Yeah in that GDC presentation volcano said 1-2 jumps max per map. Add too many and you're increasing randomness (players have to find these jumps and understand them to add to their gamesense for that map- if that makes sense) and decreasing playability for lower skilled players.

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