4qker Posted March 30, 2016 Report Posted March 30, 2016 (edited) De_Wishbone, Version 1.0.3 Workshop Link After many years of experience with the hammer editor across Valve games and mods, I have taken my favourite bits of my best competitive layouts and compiled them into 1 final map. Clover Design Open site layout has a Middle Multiple connectors risk/reward positions (snipers nest, lurk spots, high plats) The map itself is designed with 5v5 competitive play in mind, while being simple at its core so that any rank can play it; much like Dust2. Proper smokes and flashes are all possible and encouraged by the layout, aswell as split plays and lurk plays being very rewarding. I hope people will have the time to look around the map for a while and get a feel for the layout; i'm extremely proud of it, and think it could be viable as a new map pool addition at best. Has Radar (1 level (standard)) Has rough optimisation (area portals, proper skybox, cleaned brushwork, func_detailing) Is ready for 5v5 play testing (Beta) Feedback is a huge help, if you can go into depth on what you think I should change and why, all the better. I'm willing to add enthusiastic playtesters of any nationality to help out with organising matches or to test the layout. Screenshots are below, in the spoiler. Spoiler B SiteB to MidMidA siteA Site from ScaffoldLower Mid/DoorA site, New scaffoldA site from PlateauCT, Sniper's Nest Edited March 30, 2016 by 4qker Shibou, Smileytopin, tomm and 3 others 6 Quote
El_Exodus Posted March 30, 2016 Report Posted March 30, 2016 Looking like a good start, definitely has potential. Just had a quick run around the map and the layout seems to be ok so far. But there are some flaws in the layout. -The verticality around the map seems to be too much(i.e. fall damage) -There are too many one way drops around the map. -I don't really like the B long U-turn-one-way part. -Rotation from B towards A also is very limited due to the one way drops. -Ladder next to A looks accessible but isn't. Make it more obvious. Looking forward to some changes and potential playtests in the future Quote
Klassic Posted March 30, 2016 Report Posted March 30, 2016 What I noticed straight away is that the bombsites both are very much in a corner. It's not necessary a bid thing, but looking at the open spaces in front of the sites it could be a problem (especially at A). Quote
Lykrast Posted March 30, 2016 Report Posted March 30, 2016 I've wandered a bit on the level, and I can tell the following things (couldn't do a match with bots yet) : The roofs are textured on their upper face, which makes looking at the map from noclip AND making the overview much harder, I suggest making them in nodraw since I couldn't find a way to see sadi faces Previous point also means that the overview is very hard to read on indoor areas, since all we see is a giant bloc of dev texture There are areas where you can take fall damage by jumping down (like the A T access overpass/bridge/thing) In general, the verticality seems to be too much, remember that most CSGO players have a very low sensitivity, and that having to move the crosshair too much up or down can be a real pain There's an ungodly amount of drop downs, which essentially prevents pushing terrorists from falling back should they fail their entrance without getting killed, and also prevents CTs from pushing the entrance, which in turn forces them to basically camp on the sites This is especially true on B where, unless they take mid, terrorists are forced to use drops There's a ladder in the A CT access that looks like it's accessible The T window with fences that overlooks the A T entrances is clipped off; this isn't a problem in itself, but the first time I saw it I felt like I should have been able to jump on the ledge, then on the fence then drop down from here; either remove the clip or make it a bit more obvious that you're not supposed to jump on that Quote
4qker Posted March 31, 2016 Author Report Posted March 31, 2016 Thankyou for your suggestions so far; I have re-implemented a few of the barriers that block sight and movement to make the verticality more simple, and have included a ladder in the B drop down room to make rotates out of B easier. Quote
Lykrast Posted April 2, 2016 Report Posted April 2, 2016 I went back on the map a bit, and so I have a few minor points of feedback : This, you should probably fix it before your upcoming playtest Radar is much cleaner, good job on that, although I would suggest (even if it's not the top priority) to highlight the buy zones in green and the plantable area of the bombsites in red (just some transparent plain rectangles will do the job for now) In the workshop screenshots, add a radar without the callouts next to the one with the callouts (just personal preference, as they make it a bit harder to read) The .kv file that is mentioned somewhere in the workshop changelogs is strangely not packed into the file The radar files are strangely packed twice into the file, maybe you had a little issue with the workshop publisher (which should pack all of these files on its own) The ladder isn't covered by the nav mesh (nav_generate doesn't do it on its own (and it's really annoying) in case you didn't know, you need to manually point at the ladder and use nav_build_ladder) Also, you should probably update the radar on your post. Quote
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