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[csgo] DE_GAMBIT


shm0

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Hey all!

 

 

DE_GAMBIT(greyblock) has been published to the workshop for feedback! - (removed for now - greyblock beta is over - will provide new workshop link in the future)

 

 

I'm very excited to have finally released the map for testing - a little history of the map here

 

I'm looking for some feedback!  I am aware there's still lots of 90, 180 degree angles and some tight spaces - this will be changed as I develop areas!

 

With this map I tried to create some interesting gameplay moments:

  • Ts can throw grenades, flashes, smokes through the large rolling door windows into CT chokes.  Ts can also flash under the rolling door into mid. (will need to highlight these gameplay features more)
  • There are 2 fences on the map that dampen damage when shot through.
  • Ts can snipe from the Van outside into CT mid. CTs can also snipe into mid from jumping on the Forklift near A choke.
  • Double vent system which serves tactically for both teams.
  • Double boost spots for both teams.

 

 

Would love any and all feedback!

 

Thanks!

[screenshots removed - updated screens from latest release in the post below]

Edited by shm0
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I think a better version of my comments will come from the playtest, as I just went around offline. I'll still give you my opinion though. 

 

I feel like a lot of the map needs to be simplicated more. Starting with getting rid of all unnecessary areas. The mid area (white truck, blue dumpster) is a bit messy, and the whole area on T mid, while it does serve some purpose, is clunky and loses the streamlineyness of the map. I like some of the ideas that you have, like the elevator shaft that connects the two floors. However, in other areas you seem to have gone for quantity over quality. The CT Spawn to A is weird, and should have less detail to a point where it is obvious to first-time players where to go. You have a lot of spots where you can climb up and look over an area, like the one near CT spawn. Again, like the area of T Mid, it has a purpose but it's clunky. I think the worst example of putting everything you could think in one bomb site is A. Not only do you use props from Train, Nuke, and Cache, maps which are different in terms of theme, the bomb site itself is not optimized for play. This is just a suggestion, but the T ramp area in A should be cut off, sort of like this http://imgur.com/InL4pRZ, (crude I know). The basic idea is that the ramp only extends to the edge of A, so that it offers a height variation for peeking terrorists onto the site. I think that the ramp extending past and being right next to site clouds everything up. To add on to this, and remember this is only a suggestion, I think you should delete the CT backside and catwalk as well. It only really offers weird angles, but again this is your opinion, to replace it as a CT hiding place I would suggest maybe adding a pit at the back of the site, it might help. 

 

B is in general better, and I actually like the layout of the site, even though I think that the fence thing is stupid, and too much of a gameplay gimmick. IMO, stuck to fundamentals with sites. The T vantage point area, is used better than the T vantage point area, although it still needs some work. Pretty sure this is intentional, but people can Awp from the CT connector to B to the ladder, where T's will basically be defenseless. As an added point, I like the windows for flashes/nades in general, but I feel like a lot of them are useless. I liked the nade holes in FMPone's now abandoned (I know Squad took it over) de_Mirage2, where it didn't really disrupt the map. 

 

Again, you will find better versions of my comments here after the playtest, and probably most of the stuff I complained about works well in a match, I wouldn't know. Good luck. 

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I think a better version of my comments will come from the playtest, as I just went around offline. I'll still give you my opinion though. 

 

I feel like a lot of the map needs to be simplicated more. Starting with getting rid of all unnecessary areas. The mid area (white truck, blue dumpster) is a bit messy, and the whole area on T mid, while it does serve some purpose, is clunky and loses the streamlineyness of the map. I like some of the ideas that you have, like the elevator shaft that connects the two floors. However, in other areas you seem to have gone for quantity over quality. The CT Spawn to A is weird, and should have less detail to a point where it is obvious to first-time players where to go. You have a lot of spots where you can climb up and look over an area, like the one near CT spawn. Again, like the area of T Mid, it has a purpose but it's clunky. I think the worst example of putting everything you could think in one bomb site is A. Not only do you use props from Train, Nuke, and Cache, maps which are different in terms of theme, the bomb site itself is not optimized for play. This is just a suggestion, but the T ramp area in A should be cut off, sort of like this http://imgur.com/InL4pRZ, (crude I know). The basic idea is that the ramp only extends to the edge of A, so that it offers a height variation for peeking terrorists onto the site. I think that the ramp extending past and being right next to site clouds everything up. To add on to this, and remember this is only a suggestion, I think you should delete the CT backside and catwalk as well. It only really offers weird angles, but again this is your opinion, to replace it as a CT hiding place I would suggest maybe adding a pit at the back of the site, it might help. 

 

B is in general better, and I actually like the layout of the site, even though I think that the fence thing is stupid, and too much of a gameplay gimmick. IMO, stuck to fundamentals with sites. The T vantage point area, is used better than the T vantage point area, although it still needs some work. Pretty sure this is intentional, but people can Awp from the CT connector to B to the ladder, where T's will basically be defenseless. As an added point, I like the windows for flashes/nades in general, but I feel like a lot of them are useless. I liked the nade holes in FMPone's now abandoned (I know Squad took it over) de_Mirage2, where it didn't really disrupt the map. 

 

Again, you will find better versions of my comments here after the playtest, and probably most of the stuff I complained about works well in a match, I wouldn't know. Good luck. 

Thanks for taking the time to take a look and give me some feedback, I really appreciate it!  I'm just on my way to work now so I'll think about some of the stuff you called out on my walk ;)

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Hey all,

After getting some good feedback and working through the flow of some areas, I've made some major improvements to the layout.

Improvments:

  • Reworked CT spawn area and improved middle for both CT and T.
  • Re-located CT spawn - pathing to sites much more clear now and CTs cannot push into middle as far as previously.
  • Added proper site rotation paths through newly re-located CT spawn.
  • Re-added the Tower from the original map.
  • Simplified A site.
  • Added sniper catwalk for CT at the back of mid.
  • Improved T middle in various ways.

 

Really happy with these changes..  I know some areas still feel a little weird, but I think the map is drastically better laid out now, especially CT middle and B area.

 

Cheers!

Edited by shm0
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Where I know problems still remain and I'm brainstorming solutions:

- Reduce CTs ability to flank Ts and rotate around T side of the map - discourage pushing past choke points and flanking while maintaining high risk high reward setups.

- T side of map - Pathing needs to be improved and more linearised and defined - I want to have only 3 paths present from T spawn.  (leading idea currently is to add a long blocked vision fence to make a much longer rotation route for CTs to flank coming from A)

- I'm thinking I'm going to move the ladder entrance for tunnels from T middle to be actually inside mid - so Ts cannot access it unless they get into mid - it would also connect directly to the underground choke point and serve as a flank and rotation for both teams.

- Improve spacing and pathing on the direct B route from T spawn.

 

I'm looking for any other feedback on these ideas, or problem areas!  

Thanks again everyone

Edited by shm0
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Quick update:

-Decided to cut the newly added ladder to underground in T middle - simply was too much.

-Added a fence near A approach to T to help slow CT flank rotation and discourage CTs from pushing out of the choke point (working solution)

Edited by shm0
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Hello shm0

i've just test your map few minutes ago, and i have some feedback if you're interested. I think it's better to have some pics to understand what we are talking about, so here's a imgur album, i hope it's okay and not too painful to read! :)

http://imgur.com/a/HYd3F

I don't have much to say in terms of global layout, because i played with bots, which is not the best thing to do to judge this aspect of a map. However i think the map is too complex and could be better by simplifying or cutting some areas.

Just my general opinion. I hope it will help you making decisions and improve your map.

Great work so far, good luck for the next steps :)

 

 

 

 

 

 

Edited by UnderTheOak
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Hello shm0

i've just test your map few minutes ago, and i have some feedback if you're interested. I think it's better to have some pics to understand what we are talking about, so here's a imgur album, i hope it's okay and not too painful to read! :)

http://imgur.com/a/HYd3F

I don't have much to say in terms of global layout, because i played with bots, which is not the best thing to do to judge this aspect of a map. However i think the map is too complex and could be better by simplifying or cutting some areas.

Just my general opinion. I hope it will help you making decisions and improve your map.

Great work so far, good luck for the next steps :)

 

 

 

 

 

 

​Hey man!

That's some great feedback!  Really appreciate you taking the time to do so :)   

Some of these issues I'm aware of and I'm brainstorming some solutions, i.e. the "jumping" up stuff I'm working on right now.  A good amount of the stuff you called out is good food for thought, I appreciate it greatly!

I'm trying to make areas flow a bit more clearly and reduce the amount of randominess in some areas too - this means re-structuring some paths and such.  I should have an update next weekend and don't be surprised to see some of this feedback incorporated :)

 

EDIT:  Love the stick man drawings in the last image :)

Thanks again!

Edited by shm0
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Well, I had a super productive day today - wanted to get some great feedback changes.

Basically, middle has been re-worked substantially - it's quite a lot better now, as the pathing is more clear and the choke point is much more defined

Edited by shm0
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