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Posted (edited)

Hi All!

 

de_siheyuan is a bomb defusal map where terrorists will attempt to destroy a Chinese cultural heritage site.

It's still in its early stages and as such I'm looking for some feedback on layout while its easy to make changes.

Timings

CTs spawn just behind bombsite B, so its a situation similar to Overpass where I've timed the more important choke points rather than the bombsite rush.

  • A
    • CT: 10s
    • T:13s
  • Mid
    • CT: 7s
    • T: 8s
  • Long B
    • CT: 8s
    • T 7s
  • Site rotations
    • Via CT: 12s
    • Via Mid: 15s
    • Via T: 20s

Here's a map of the paths with timings on them(blue dash is upstairs of B, overlooks mid):

EZlS4cC.png

 

A few things I'm unsure of is if i should give players access to the water, and if i need to add another route from Long B into the site, possibly via a boost or crouch spot from the house on the east.

 

Any feedback is welcome before i start fleshing out the map!

 

Edit: Screenshots and link added:

http://imgur.com/a/lL6Vq

Dropbox Link: https://www.dropbox.com/sh/7maoaragyql5ndh/AAAG1bMy2_53gwKtWG0gkdmMa?dl=0

Edited by Scoots1m
Posted

Not got any screenshots yet, its all dev textures atm so doesn't look any good.

Doesn't matter, it can still show how you've created space and geometry in the level so far. It'll tell quite a lot of the map actually.

Posted

Doesn't matter, it can still show how you've created space and geometry in the level so far. It'll tell quite a lot of the map actually.

Also if you are lazy like me, I will only download a map if I at least have an idea of what it looks like and if it is worth my time not to sound big headed. 

Posted (edited)

I think you have to rethink a lot on this map. You have a good theme already, but don't think any area would play particularly well at this stage.

If T's rush A these blue dots are all the spots they have to keep in mind when running out. If they wait, why have to keep in mind the orange spots as well. It's an AWP-fest! And oh, don't allow players into the water :v

2015-11-16_00009.thumb.jpg.cafdf50ba5fee

The map is very, very dark as well, and since you're still at the greybox stage I'd urge you to brighten it up a lot, since readability will be crucial if you were ever to submit the map for a playtest.

The mid window feels way to OP. One smoke covers the T's only entrance, you're basically on B site already and by jumping down in the connector you can peek A-site within seconds. That probably won't play very well :(

I'd say that you have some thinking to do, but anything can be solved with new fresh ideas :)

Happy mapping!

Edited by Logic
Posted

Cheers for the feedback Logic!

 

I hadn't actually got round to amending the lighting, so it was just using default values, I've boosted it a bit so its not so dark for testing.

I've removed access to the water, as you mentioned its just too hard to spot CTs in it. The stones and such will be purely detail now!

 

For mid I've added in a crouch spot from the safe zone just before you head into A, it should help T's rotate between sites quickly as well as giving a different route into mid.

bi8Myws.png

I've also closed off one set of stairs to the mid window, so now Ts have an easier time predicting what side someone will be at early in the round. Its also much easier to smoke as the smoke tends not to bounce out again. You also cant access the rooftop, its was a bit mental that you could be on both sites in seconds.

iE2FLEv.png

 

As for A, I've reduced the amount of spots to check by widening the gap between the two doors and adding a thin wall, so now if CTs want to hide inside the site Ts can spot them easier as they only need to check the one angle instead of 2.

JZqmoSF.png

I added in some walls on the bridges make it less AWP friendly, but i left a gap near the mid connector as this does allow a CT playing there to help defend the site, as if Ts have rushed the site they are safe as soon as they get onsite.

I also didn't like the giant corridor that the bridges and A site had created, as a CT could easily AWP the end of it and cover the site entrance with little risk, so i broke it up, on a plus side it will help with optimization later on ;)

a2oujGs.png

 

latest version: https://www.dropbox.com/sh/7maoaragyql5ndh/AAAG1bMy2_53gwKtWG0gkdmMa?dl=0

 

Posted (edited)

So I made a load of screenshots with feedback, but honestly the entire feedback can be cut down to something very simple:

Watch and listen to all 24 of these video tutorials: http://www.tophattwaffle.com/tutorials/

I'm not saying they are godly and you need to apply everything they do, but it would be good for you to learn a lot more about how Hammer, Source, and CSGO work before working further on this map. Many of your current decisions will have huge impacts later on. So watch all those tutorials, then go back to your map, and apply that knowledge. That would be my feedback.

Edited by Tyker
Posted

Cheers for the link Tyker, I hadn't found his site before but I've seen a few of those individual tutorials on youtube. I'm aware the map is very rough at the moment, as I've really only focused on the layout so far before i start anything else.

 

Thanks also to everyone for the playtest and feedback on Sunday, I've had a good look through everything and updated the map accordingly, here's whats changed:

  • Mid window is gone, it was OP and smoking it off was a pain unless you knew exactly how to throw the smoke (impossible as I've got no skybox markers in right now!)
  • Added in a second path to bombsite A and changed the other path.
    • Long A is added, less risk to get to the site via here, but its slower.
    • Short A is more or less the same as before, but you reach site quicker and which gives CTs have less time to set up, the trade off is its a bit more risky as you have to show yourself in mid.
  • The roof on bombsite A is smaller so its easier to smoke site from above now.
  • Added a small platform in the water below the Mid connector to A, this makes smoking this window off much easier.
  • Moved CT spawn slightly to adjust for new timings on A.
  • Swapped the door on the bedroom from CT to Mid, controlling this gives faster rotations between sites for either team.
  • Removed all the round doorways that led into important areas, replaced with wider doors.
  • Widened a number of corridors, much more room for multiple players to rush now.
  • Reworked Long B pavilion, both teams reach either end at the same time, its easier to smoke safely, and its not just a spot for awpers to duel anymore.
  • Water clipping is more clear now.
  • Wall banging across the whole map from Long B to bombsite A now impossible :P

Latest Radar:

xUmBLVn.png

 

Here's a few screenshots of the amended areas:

http://imgur.com/a/9QAtp

Short A: 

NkB4vz6.jpg

Long A from Site:

fRzRz5W.jpg

Long A from corner:

LC43qu8.jpg

Long B Pavilion:

w95v3nR.png

9SBrNXF.png

Long B overlook:

ajsmx5d.jpg

Map overlook:

wTT8QSU.png

Latest version:

https://www.dropbox.com/sh/cpuk1am3z0vuikm/AAA6vb81HEpkbsDjf1CCWuuMa?dl=0

 

I'd still appreciate any further feedback before i start making the map for real.

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