Quotingmc Posted February 28, 2016 Report Posted February 28, 2016 (edited) De_ContractDe_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 (OUTDATED below.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=632376096V2b Images: A Site:B site:Mid:Other:Radar:Please note this is an outdated image. Please use as only a rough guide! Edited March 6, 2016 by Quotingmc Utopia, NihiL and Logic 3 Quote
Guest Posted February 28, 2016 Report Posted February 28, 2016 (edited) 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 February 28, 2016 by Wrakk Quote
Quotingmc Posted February 28, 2016 Author Report Posted February 28, 2016 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 Quote
Quotingmc Posted February 28, 2016 Author Report Posted February 28, 2016 (edited) 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:EDIT: Here is a temporary overview Edited February 28, 2016 by Quotingmc El_Exodus, ashton93, Smileytopin and 1 other 4 Quote
Freaky_Banana Posted February 28, 2016 Report Posted February 28, 2016 (edited) 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 February 28, 2016 by Freaky_Banana Logic and Quotingmc 2 Quote
Quotingmc Posted February 28, 2016 Author Report Posted February 28, 2016 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 Quote
Freaky_Banana Posted February 28, 2016 Report Posted February 28, 2016 ok. But then I would also block it off entirely. Quote
Quotingmc Posted February 28, 2016 Author Report Posted February 28, 2016 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. Quote
Logic Posted February 29, 2016 Report Posted February 29, 2016 I really like the way this looks! 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 Are there any long angles that might fit an AWPer? Quote
Quotingmc Posted February 29, 2016 Author Report Posted February 29, 2016 I really like the way this looks! 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 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.. Logic 1 Quote
Quotingmc Posted February 29, 2016 Author Report Posted February 29, 2016 Lizard, Shibou, RivFader and 6 others 9 Quote
Quotingmc Posted March 6, 2016 Author Report Posted March 6, 2016 (edited) 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:New B Mid/T connector to replace the claustrophobic room.Far more Open B site, still need to add some more height variation and extend site for more diverse bomb plants.Simplified mid and adjusted a few tight angles.De-cluttered T entrance into A site.New back of A for T's. Heavily WIP.Some experimenting.Still on my to fix list (a lot):Fix Main Crate On ARemove Random Clip Brush On AFix NoDraw In T Spawn And CT MidPolish T Back Of ARaise Door For CT Entrance To A And Sight Line Through ItAdd More Height ChangeCompletely Redesign T spawn (More Open And Less Corridors)Add Some Recognisable Features/Big StructureUn-solidify Railings To Bullets For Less Rage-Inducing FightsFix CT To Mid Geometry And Angles Edited March 6, 2016 by Quotingmc Logic and laminutederire 2 Quote
Quotingmc Posted March 6, 2016 Author Report Posted March 6, 2016 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:Images: Logic 1 Quote
wylde Posted March 8, 2016 Report Posted March 8, 2016 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? Quote
Golden Bit Posted March 8, 2016 Report Posted March 8, 2016 1.to is stupid I do not know if the map of the workshop itself updates XD 2.map is balanced but I found two places one for terrorist and one for both teams that are not very balanced Quote
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