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Posted (edited)

EDIFICE

 

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Terrorists have just invaded a nice office building, counter-terrorists must enter and stop the terrorists before they blow the whole thing up. Has a lot of verticality, but the good kind. You can kill the AFK CTs instantly on this map!

Workshop link: Please kill me. (currently in version 3)

Old updates:

Spoiler

Version 1 (01/06/2017)

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Right now, I've tried to create a middle of my map. Ts start at the top of the building, CTs at the bottom. If you go to the building's ledge, you can see CT spawn right away. Of couse, by the time you get there, they are probably in somewhere else. Except if someone is playing in that position, because right below you, there's a balcony that can give you access to A and B from this middle part. I'm not very sure about those stairs in the side, they seem very T sided. I also made so that you can plant the bomb in the middle area, so bots are more inclined to go there for now.

Thank you for being a nice person.

Edited by Luiz Pontes
Versions are now replies
Posted

Version 2 (04/06/2017)

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I've always had problems when playtesting my maps with bots. They just never understand my layouts, since anything that isn't completely BORING (like... let's say, a hallway), they can't understand. I have to either change the map to fit their needs, or manually edit the nav mesh everytime I compile the map. How I wish I had more real players... :(

Anyway, I've added more spawns to make it an actual 5v5, and I also added a bombsite: A bombsite. Actually, this might be B bombsite, but it depends on what the other one will be like. It doesn't really matter. CTs must enter the building and protect the area, and Ts can drop down in an elevator shaft to quickly get to the bombsite. They can also try and take mid control to get a top entrance to the place. I don't know, maybe bots are rushing mid because it is the best route to A? lol, if that's the case then I need to tweak the timings here.

Important: I plan to make at least one more floor to the building, but that might be too much. The current bombsite would stay in more or less the same place, the mid part would go up by one floor to give room for another bombsite in the second floor. I didn't foresee the problem of having TOO MUCH verticality when I set out to make a map on a building. Oh well.

Posted

Version 3 (07/06/2017)

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A lot of changes made in this version. So much, that I'm gonna make a list:

- Moved both spawns back to make it more in line to other maps, and also because the other bombsite will probably require that
- Removed stairs from the outside. Bots went there too often and made combat in the mid area too weird
- Added stairs from building CT area to the mid area
- Added stairs from mid to T spawn
- Changed cover in the T spawn area to make combate more fair.
- Changed quite a lot on the layout of A bombsite

There are other things that I changed but are too complicated to explain. I wanted to stop bots from just rushing mid, but their AI is way too strange. It seems like they just go to the other team's spawn, instead of going to the bombsites actually. They also like the A bombsite ladder A LOT. Right now they just won't jump down in the elevator shaft, even though it's technically possible.

You can see that there's a hint of a corridor coming from the terrorist side of bombsite A. That's because I wanted to just remove that ladder and make another way to go up to terrorist spawn. Sadly this wasn't possible in this update. It's really late now and I'm tired.

Posted

btw looked at you thing try nav_generate when you compile your map in the console in game the bots will re-evaluate the nav mesh and make better choices that or you can do it by hand lol

also try closing up middle

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