Jump to content

[WIP] De_Glace


Recommended Posts

De_glace is set on the north pole, where one of the bombsites is in the center of a research base settlement and the other one is on a cargo ship, or a crab fishing ship. The terrorist have arrived with their plane to destroy the scientist's home and blow up their ship (the scientists like to go fish some crab in their free time to make up for the low salary).

The idea behind bombsite A is that one CT is going to be playing outside the ship, watching the side lane, while the other one is going to be inside the ship itself.

The way bombsite B is supposed to work is: one CT will play behind the site from the overwatch position and spot for information, while the other CT will be playing Inside the bombsite. Middle can be watched by one CT.

Middle gives access to the B squeaky as well as A short.

Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=919675967

Overview image: 



V4 Change Notes:

 - Added a second entrance to Upper B for the CTs so now getting smoked off is not an issue.

 - Changed squeaky door speed.

 - Terrorists entrance bridge to the ship has been replaced with a Blue Container so they can now safely cross.

 - One of the T entrance drops on the ship has been replaced with a slope.

 - Added a low crate at the front of the ship as minimal cover for CTs playing there.

 - Orange dev texture replaced with a flat and reflective orange texture.

I will update the workshop version right after I finish the radar file and pack up everything.

Here is the WIP thread from the 3d forum:


Edited by NikiOo
Link to comment
Share on other sites

Small update incoming:

 - Fixed some bomb stuck spots.
 - Extended bomb reset trigger to the bottom of the water.
 - Fixed a bug where dropping a bomb through a window prop would result in the bomb getting stuck inside the wall.
 - Clipping adjustments.
 - Marked bombsite B borders.
 - Added an iceberg next to the ship to partially block off the sightline from the front of the ship and Outside A.
 - CT spawn moved 1 second closer to Mid and B and respectively 1 second further from A.

So now after this spawn points adjustment, the CTs playing on B should reach the corner of B Long at roughly the same time(the CT playing in the site, peeking by the blue container) and the CT playing Upper B should have around 1,5 sec to post up before the Ts peek at Long.

I just discovered this sightline and idk if it should stay or not:

The Ts obviously get there first and since the map does feel a bit too T-sided right now I might consider keeping it. Maybe it would be a good feature? It would force the Ts to apply at least a little bit of pressure to mid. And it is also a very high risk high reward for the CT. If he misses his shot, he is dead. I am also thinking of adding some cover in the area of the map where the blue dot is.

Link to comment
Share on other sites

Finally found a solution for the problem with the bomb getting stuck under the water. Before there used to be a bomb reset on the surface of the water so if you dropped the bomb, it would teleport back to the location, it had been dropped from, but there was an issue where if a player died in the water, with the bomb, it would be stuck at the bottom, irretrievable. Shipping update.

Edited by NikiOo
Link to comment
Share on other sites

Working on V5. Soon coming to the workshop.

Goals of this update:

 - Balance choke points by adjusting timings

 - Make mid more viable for both the Ts and the CTs

 - Nerf the flank/rotation timings

Here are some screenshots of the changes:

 - First of all I added these barrels since it was not obvious that you could boost a teammate on top of the container and now it is easier to do so. This also add some tactical depth for the Terrorists when taking the site:


Squeaky has been removed and replaced with a wide door for more maneuverability:


 - Some of the awkward and problematic angles have been removed like the angle from the door to upper B or from the site to the entrance to squeaky from mid:


 - The box on upper B has been moved back so now it can be blocked off with one smoke and if the CT playing there wants to watch squeaky, he has to expose himself to B Long:20170603155010_1.thumb.jpg.03f2750a4a65473c08576a7f922731d4.jpg20170603155016_1.thumb.jpg.36f11c174225ba48965124188c477280.jpg

 - The one way drop ramp in T spawn has been removed to increase the rotation times and prevent CTs who are pushing B Long to take advantage of it and use it as a headshot angle:


 - New box on A. There was very little cover on the site so I decided to add this one. Not sure how this will affect gameplay. I might completely rework the cover on:


 - I was thinking of adding some cover to the left side of middle and people requested a way to boost yourself in mid Window Room so I decided to combine the two ideas into this one room:


And instead of boosting on the platform/balcony outside, you can go through this vent:


 - Another change to middle would be this silo tank:


It blocks the sightline from short window/door to top mid:


Other changes:

 - Removed crappy angles

 - Timings adjusted. Ts now arrive at Long B almost at the same time as CTs at upper B and they can get an early pick if they get a good spawn. CTs arrive to middle 2 sec slower

 - Many ramps added

 - Ts can now easily drop underneath the Blue container bridge outside A

None of these changes are permanent. I am just trying out new stuff to see how it will work out. We had a playtest yesterday and mid appeared to be underused. Still trying to figure out the problem with Sidewalk(check callouts for reference) timings.

Here is the new Overview:


So my main goal with this update is to encourage Ts to take mid control and add more tactical possibilities for both Terrorists and CTs.

Edited by NikiOo
Link to comment
Share on other sites

I've been working on some changes to bombsite A, which was pretty broken. So I though the ship was pretty boring and decided to sink it:


I've also blocked off part of the sidewalk with a "glace" and added a new entrance to the ship from sidewalk:


The ladder has been moved here:


And this entrance is now on the other side:


There is a wallbangable blocked off window here:


Here are some more screenshots:


So now there is a lot more reliable cover for the CTs, it's more difficult to push the sidewalk and it should be more difficult for Ts to take the site even if CTs are not pushing. Overall I think it's all for good and it feels a lot better than before. The big block in the middle is a stack of shipping containers and the white statue is a crane. I hope you like these changes. I just did a fast compile to show some screenshots and I will put it on the workshop tomorrow when I have time to compile.

Link to comment
Share on other sites

It's on the workshop.

Still have not decided if I'm going to keep that orange silo in the middle or not.

I am also planning to change the thing between CT and short:


I used Photoshop for this concept art. It's not that hard to learn. There are some great tutorials out there like this one: 


Link to comment
Share on other sites

Small update:

 - Fixed the ladder:


 - Removed the CT opening to middle above short:


 - Removed the orange silo from middle:


 - Changed connector from CT to A:


 - New CT spawn:


 - New connector from Window room to CT spawn:


Map feels very small right now. No it does not. It's just a prank.

Edited by NikiOo
Link to comment
Share on other sites

Here are some screenshots from the new connector from CT spawn to Bombsite A, the new connector from CT to Mid window and the new A short, a little longer than it was before:


And here is the new overlay image with adjustments to the timings:


I am still working on the timings. I feel like the CTs shouldn't be able to get to middle so fast, but I do want to keep the new connector.

It takes roughly 25 seconds for CTs to rotate from B to A through T spawn and 15 seconds through CT spawn or Middle.

A short is a little bit longer, but the box at the corner allows terrorists to expose themselves to one angle at a time therefore making it easier to take control of A.

And yes, you can walk on that peace of ice in front of the ship and hide behind that "glace", but you shouldn't be. I always forget to fix that issue.

This version is not on the workshop yet.

Also here is a smoke for Upper B/Alley:


Edited by NikiOo
Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • MapCore on Discord

  • Our picks

    • Post in Yanzl's Source Emporium
      Two new asset releases!

      First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.


      Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.


      As always, free for non-commercial use with attribution. 
  • Create New...