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Posted

I've been trying to come up with a new idea for my competitive CS:GO map and I've finally came up with an idea that I like.

In Sweden we have these "Skyddsrum" (Protection room in English). There's approximately 65000 of them spread out all over Sweden. It's like shelters that offers protection for the civilization in case of war. Some are very big, some are small. Some are built to withstand nuclear attacks. Well, maybe not a direct hit, but you get the idea. They were mostly built during the cold war. During peace, some of these shelters are used for various activities.

Here is some examples:

https://en.wikipedia.org/wiki/Bahnhof "WikiLeaks is currently hosted in a Bahnhof data center inside the ultra-secure bunker Pionen, which is buried inside the White Mountains in Stockholm.

Party place:

event-fashion-stockholm.pngArrangemang_196.jpg

07_52481331_52640391_52643161.jpg

So my idea is that there's something going on in this particular shelter that the terrorists doesn't like. Maybe drug or weapon making?

I really want my map to be something special and not just make a simple clover style layout. So I have a basic idea for the layout that I want 3 layers which is further explained down below.

I guess this is abit more clear to me than it will be for you, but I've tried my best to explain :) Please tell me what you think.

yVNJs2m.jpg

 

Posted

At least in Finland, usually in those bunkers there's ways to access waste-management facilities, water reserves, subway and city heating stuff.

Yeah, so basically you can go abit crazy about what you want to put into your level if you go for this type of theme, which is very fun :)

Posted

A more simplified layout:

https://i.gyazo.com/e928ee9202ce82937188b031ddf7cb3d.png

And again: Layout isn't done. And third level won't exactly look like that. It will be more organic since it's on top of a mountain. But the idea is for it to act like a "mid" and if you take control of it, you can go down to level 2, through a ladder or something. And on level 2 (which acts like some sort of a connector) you can choose to go A or B. And when you reach the site, you're on "balconies" or higher ground.

 

Posted

'LEVELS, JERRY!'

Keep in mind that too much vertical overlap in maps is horrific for the radar/sounds. How many ladders are you planning on having too?

Looks interesting.

Posted (edited)

A more simplified layout:

https://i.gyazo.com/e928ee9202ce82937188b031ddf7cb3d.png

And again: Layout isn't done. And third level won't exactly look like that. It will be more organic since it's on top of a mountain. But the idea is for it to act like a "mid" and if you take control of it, you can go down to level 2, through a ladder or something. And on level 2 (which acts like some sort of a connector) you can choose to go A or B. And when you reach the site, you're on "balconies" or higher ground.

 

Your first and second levels look good, but I can't think of any situation where that 3rd level is a good idea. It's just a tunnel to fight in or a ridiculous uber flank, ofc depending on how open it all is, and if it is open, it's just a death trap like aim_deagle_7ks walkway.

Edited by jackophant
Posted (edited)

Your first and second levels look good, but I can't think of any situation where that 3rd level is a good idea. It's just a tunnel to fight in or a ridiculous uber flank, ofc depending on how open it all is, and if it is open, it's just a death trap like aim_deagle_7ks walkway.

Lol, I do agree with you. That third level looks totally shit. It's hard to explain. But in my vision I think it can work if I just design it properly. I'm gonna start a greybox of the map soon. It will be easier to do a presentation of my idea if you can watch it in 3D I think.

'LEVELS, JERRY!'

Keep in mind that too much vertical overlap in maps is horrific for the radar/sounds. How many ladders are you planning on having too?

Looks interesting.

I will try to avoid having the layers on top of eachother as much as I can :) My first idea was that you can only enter the second level through the third level. And then you can jump down from the second to the first. But I think I will need to add a ladder to atleast 1 of the bombsites (or another way to get up). But I don't want the CT's to be able to just rush up to the second level and get in position without resistance. One idea is to add a ladder from, let's say bombsite A, near the chokepoint, so that it's used when you have complete control of the bombsite. Or in the case of a B rush, can be used as a rotation path.

We'll see how it works out.

Edited by Psyrius
Posted (edited)

@Psyrius I edited this into my original answer, but you may have missed it:

TBH, I'm not even sure you need that second level? If you do go for it, I'd simplify the paths on the first level.

Introducing verticality is ok, but you need to try and maintain a manageable amount of paths. Being flanked helplessly is one of the most frustrating things on these map tests.

Try and think about how 5 CTs can defend on your map, preferably not too spread out and cover all angles. Ts shouldnt be able to get past unnoticed without killing a CT or at least pushing them back a lot (think cache vent into B from mid)

Edited by jackophant
beetlejuice beetlejuice beetlejuice
Posted

@Psyrius I edited this into my original answer, but you may have missed it:

TBH, I'm not even sure you need that second level? If you do go for it, I'd simplify the paths on the first level.

Introducing verticality is ok, but you need to try and maintain a manageable amount of paths. Being flanked helplessly is one of the most frustrating things on these map tests.

Try and think about how 5 CTs can defend on your map, preferably not too spread out and cover all angles. Ts shouldnt be able to get past unnoticed without killing a CT or at least pushing them back a lot (think cache vent into B from mid)

Where do you mean T's can get past without getting unnoticed? :)

Posted

Where do you mean T's can get past without getting unnoticed? :)

I'm talking generally. I can't see any particular route that would be of concern right now, but it's something to bear in mind.

I think the A > B direct connector is a bad idea, and could be removed to make the pathing more simple and the levels work. I would also make the top level more of a conventional mid. Maybe skylights or something that nades can be dropped down from on top for interesting plays.

Posted

I'm talking generally. I can't see any particular route that would be of concern right now, but it's something to bear in mind.

I think the A > B direct connector is a bad idea, and could be removed to make the pathing more simple and the levels work. I would also make the top level more of a conventional mid. Maybe skylights or something that nades can be dropped down from on top for interesting plays.

Okay, then I understand :) Do you mean the connector on the first level?

Skylights would be super awesome, but kind of destroys the theme. But maybe I can get it to work somehow. Need to look into that :)

Posted

 

Skylights would be super awesome, but kind of destroys the theme. But maybe I can get it to work somehow. Need to look into that :)

How about some large hatches instead? :v

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