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Quotingmc

de_contract

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De_Contract

De_Contract is my latest custom defuse map for CS:GO. I am currently looking for any feedback that may help improve the map. I have not yet clipped the map fully so there may be a lot of places to escape. I plan to submit for a playtest and create a radar once I get sufficient feedback on the layout. 

(OUTDATED below. See comments for more recent!)

Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=632376096

V2b Images:             

A Site:

5663EDCE3B1494E6349F9FD1FBC54F0B9335E67A

078FAAF9ED49FC44648351F80146D7A169EE08AF

B795F820B624883629E781A158B246D48BF70227

B4E9A6665C1157F0A19DE8FCDEBD6B5225906C68

E9805D34834413351DAE52449A5119264B440AB1

B site:

CD029CCF5CDBDCC7938D67F705887C8C28379CD0

922FCC23CE3B837AB2CB5193DAFDB2866904E71D

2AF460D32B71D4E72ABAF93C903F5B5B0A2BFA21

Mid:

E201159B69EBF488A029578C15CD67C83E1D77AA

19E8C8C190BAC9BDE6CD1A7CAA32F68E4E9FB4CD

3982999669FA42E101C95E4DB45D18056B555BB2

Other:

63F1B16A01EBFC1CEA17184950A86374A42C6EAF

AF2D5AF29564522C7373739A11D99F54C9086663

EC84E9DF360EA63A53032F039BAF27F4C664BC4D

0919E57DF7BC281FB178BB688FC89387B7408225

Radar:

A7E02001A40BF119BC31D217401E2963E389935A

Please note this is an outdated image. Please use as only a rough guide!

 

 

Edited by Quotingmc

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I'm not a fan of the invisible walls on the APC in the lower bombsite. It also has some really narrow, awkward angles. You need to do put it in a shipment container or something, like the one in A Site on Cache.

Edited by Wrakk

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I'm not a fan of the invisible walls on the APC in the lower bombsite. It also has some really narrow, awkward angles. You need to do put the it in a shipment container or something, like the one in A Site on Cache.

Thanks for the feedback. I will look to improve the way the APC plays. I would like to not have to cover it all up but it may benefit that gameplay

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Started to refine Bombsite-A and the CT to A Connector. I also started to work on a colour palette and applied some test textures.

Any feedback would be much appreciated!

Images:

DF6B0847985A576F6CBAD41C2AF9CD026568DA0B

8104E32BC36BBB2341EDBB5865D9A696724AFDED

C0A88A1BA14B42FCD0E6D0A01737F6E700A6F3E2

FC1C18260EC19D9F1FBC415E72C51201AC6B493F

69EA07086AEA920E8F3D64C36E8157CB41117F7C

EDIT: Here is a temporary overview 

de_contract2b_overview.thumb.png.0250685

Edited by Quotingmc

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First off, I haven't played the map, but judging from the screenshots, why not make the APC walkable? My only concern here is an awkward headpeak possibility.

Otherwise the screenshots look really nice!  

Edited by Freaky_Banana

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First off, I haven't played the map, but judging from the screenshots, why not make the APC walkable? My only concern here is an awkward headpeak possibility.

Otherwise the screenshots look really nice!  

Lots of odd angles, the current way seems to work better

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ok. But then I would also block it off entirely.

 

I don't think a little bit open is too bad. It looks a lot better, less generic box and doesn't tend to affect gameplay. If it becomes an issue I may change.

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I really like the way this looks! :D

One thing though:
To me it seems like most of the angles on this map are really short and routes has a ton of twists and turns judging from the overview. KennyS will not approve :shake: Are there any long angles that might fit an AWPer?

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I really like the way this looks! :D

One thing though:
To me it seems like most of the angles on this map are really short and routes has a ton of twists and turns judging from the overview. KennyS will not approve :shake: Are there any long angles that might fit an AWPer?

I have spent a while trying to reduce angles, a lot of people in playtests have criticised it for having them as the go to weapon for CT was always the AWP. There are still a considerable number to play. The overview is a bit deceiving, however i will add some more if it becomes an issue.. 

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New Update!

Still very WIP. Mostly worked on balancing the map and opening everything up a lot more. I have also simplified a lot of areas that were too complicated before. Have a long list of fixes still to make but here is a start. Some major nodraw errors and missed clipping.

Would really like some feedback, workshop link is up to date in OP.

Lots of Images and text inside:

337196C02BDC22ED21C57E47171717538FD7B274

F0777A23D14EC13E5A905C2410D757AA9BF886A6

58F1EE374E2F2FB4CC566B62AD9D94CAE08302DA

New B Mid/T connector to replace the claustrophobic room.

46E069F5D0071BB743473FFD409FF733F1F280E2

Far more Open B site, still need to add some more height variation and extend site for more diverse bomb plants.

9AF7365E2843AF4A9C9EE2C89AB852CDDD86E555

Simplified mid and adjusted a few tight angles.

C0539D34F5DF4D44CD93392B23E61E62101A682D

De-cluttered T entrance into A site.

498DB1F336625B3973A8247F2D122BB7BB31D224

New back of A for T's. Heavily WIP.

A3856AF396657DA7B3832D0E2135A94541F468E3

Some experimenting.

Still on my to fix list (a lot):

  • Fix Main Crate On A
  • Remove Random Clip Brush On A
  • Fix NoDraw In T Spawn And CT Mid
  • Polish T Back Of A
  • Raise Door For CT Entrance To A And Sight Line Through It
  • Add More Height Change
  • Completely Redesign T spawn (More Open And Less Corridors)
  • Add Some Recognisable Features/Big Structure
  • Un-solidify Railings To Bullets For Less Rage-Inducing Fights
  • Fix CT To Mid Geometry And Angles
Edited by Quotingmc

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I have made some more changes following some play-testing with friends. Map is generally more open than before with a less cluttered feel. I have some big plans for improvements and visuals which I hope to how soon. Still appreciate some feedback!

New Radar:

de_contract3c.thumb.png.3a279f92cdee6675

Images: 

3EA0CD652080380A1E76FFF4AE506E8DBF095624

9E3E56AAE3618963D1E192D6012B9DD288C4039D

F066D3917BFD8189432D9D35FE843A0A728BACD0

B27B9A047FF6A331BB679C6998E48A07433A6B36

C25FD8158B1CC35497060602415E25AF32F023E8

FE4748E6CB1EB2EB19947EE79B687539E2EB5896

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What an update! I just hopped in here to check the progress of this since those sawmill screenies first gave me a map rager. I was looking through the early posts of this and wanted to say that it looked so aesthetically promising but that layout was way too complicated. But this updated overview looks much more like a balanced, fun competitive map! These new nuke assets are gonna make for some great maps.

WILL THERE BE A GIANT SAWBLADE SOMEWHERE?

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