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Posted (edited)

Got a layout sorted, got a file on the workshop, now begins the public humiliation! Wait, scratch that last one.


Unnecessary "backstory"/background info:

Spoiler

I'm currently at university studying a game dev course and needed an idea for a research/development type project. Seeing as I'm not fantastic at CSGO, especially the competitive aspect (more like: very much not any good at the game whatsoever), it provides a mass of opportunity for research, but the mapping side I can at least do! However that does leave me on a tight schedule, and I wish I hadn't left it so late to research the (somewhat limited seeming) communities offering map testing. Hopefully this won't leave me having to seriously rush the project over the next month...

Narco is my project, hopefully designed for 5v5 competitive play. It's most likely going to involve the CT investigating/raiding a large depot used by the T as some kind of drug distribution centre... I'm sure I can put more thought into that and come up with something better and less generic at some point though.

 

 

As  you might be able to tell it takes some inspiration from current maps, particularly Dust2 and Cache, but hopefully adds a bit of it's own flavour too.

Workshop link!

20160316233955_1.thumb.jpg.6d1ce854365e820160316233933_1.thumb.jpg.d2abceacdbd0220160316233938_1.thumb.jpg.04d1116ac58a220160316233948_1.thumb.jpg.14cda72efb5ee20160316234005_1.thumb.jpg.771d6d7a01efd20160316234012_1.thumb.jpg.05fd1cc3d2c1320160316234021_1.thumb.jpg.4dc4914f5ab7120160316234039_1.thumb.jpg.7159fd6e2fe57radar_v3.thumb.jpg.87aadc1d52d5b82f92774

Any and all feedback greatly appreciated! Getting desperate to test this out gameplay wise now though!

Edited by Jacket
Posted (edited)

'Nother update:

Altered the entry points to B from CT's side. The balcony room above B has been complete removed. Also site A's yard has been modified. Hopefully this is at least a step in the right direction for simplifying the layout.

Screenshots below:

2016-03-07_00001.thumb.jpg.ed4a9cbfae4572016-03-07_00002.thumb.jpg.7478301450daa2016-03-07_00003.thumb.jpg.d5cdc70b688a82016-03-07_00004.thumb.jpg.955a6912014742016-03-07_00005.thumb.jpg.99d9ffe4063792016-03-07_00006.thumb.jpg.17ca4b85a16082016-03-07_00007.thumb.jpg.4b14cb8628d45radar_v2.thumb.jpg.83aefb3e7dbbb372ff084

 

Edited by Jacket
Posted

From a CS game theory stand point, you screenshots have many areas where a person can stand and be seen from 5-7 angles. Most spots in competitive CS maps are open to 2-3 at most spots, and the smarter players have a good idea of which 1 or 2 spots the opponent will be in. Think about removing a couple paths of cubby holes to streamline gameplay. That room with 10 pillars = 10 hiding spots, which is bad for CS. Also like someone said, vertical gameplay can only work in certain contexts in CS. Cbble drop room is a good use, nuke rafter maybe not so much. The bridge you have is too open of a vertical platform to enable balanced gameplay (the guy on top has a huge advantage).

Also your steps look kinda big. Are they 16 unit? I'd recommend using 8-12 unit.

Otherwise visually it is looking quite good. I think if this is truly a research project you will learn from playtesting that your layout is too complicated/open to too many angles, so I'm just trying to save you some time in the long run. :)

Posted

Thanks to all who tested and gave feedback. So far my plans are to bring the bomb sites closer together and alter the bridge somewhat (possibly adding a ladder on CT's side rather than crates everywhere) which would make the overview a little more like below. There's a huge space above T spawn I'd be considering to occupy somehow and perhaps a few more geometry changes to be made at the bombsites.

chchchchchanges.thumb.png.2cc4181178da1d

Hopefully I can get these changes done and be able to get it tested again this week, though I wont be around so I'll miss the test again :/

Posted

Changes made!

Moved sites closer
Altered both yards
A yards roof lowered to give smoke deploy over roof
'Simplified' A's site: added the two fenced off areas to remove hiding spots (less spots to have to check)
Made T's path to A longer
Removed mid's building at T side        
Changed mid bridge to pipes and ladder rather than crates to access it
Changed the fence at Mid-B connector (next to CT) to be a bit more aesthetically pleasing
Removed sightline at A-double door to A site
Removed sightline from B balcony to mid door
Removed metal sheet on B to prevent easy bomb plant/hide spot
Removed pixel-perfect spot on B yard green fences to prevent sight through to connector
Clipped pipe bridge at mid for smoother transfers
Extended building height at mid to prevent visibility onto A site with boosting
Removed small gaps between wooden boards on floor of A-Mid connector
Added opaque windows on A-Mid connector
Extended fence height at bottom of Mid to prevent sightline
Extended doorways at CT-A connector to give a less cramped feel
Added an additional panel to the fences around A site to prevent seeing people before they've come around the corner
Moved some window props around in squeaky door corridor and B yard to prevent z fighting

Screenshots below:

Spoiler

20160316233955_1.thumb.jpg.99b85430bee7320160316234039_1.thumb.jpg.6bfdaf2880ab520160316233933_1.thumb.jpg.f09128b71cca820160316233938_1.thumb.jpg.7a39013c614e320160316233948_1.thumb.jpg.cf7a0cd37ee0420160316234005_1.thumb.jpg.bd219faf8d69f20160316234012_1.thumb.jpg.4fa6131262fd420160316234021_1.thumb.jpg.39c51731a272dradar_v3.thumb.jpg.2694361611fee91956711

As always, feedback appreciated!

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