mÅnsson

Visby, new competetive map

4 posts in this topic

Hi everyone!

Since my latest big project got scrapped, since the theme was Venice, I have now built a new map over the last 6 months. 

This new map is called Visby as the medieval city in my home country Sweden! The map is therefore a part of this city and the action will take place during the winter at night. Since the lighting will be "faint" mostly white walls will be used and warm lights will contrast the blueish snow and walls. 

The T objective is to destroy the church ruins! Because of this objective the sites are geographically close to each other, yet rotates are standard times around 10-15 seconds. 

The map is partly inspired by Inferno, Nuke bombsite wise and Overpass due to CTs starting with some map control. Since CTs start with map control the bombsites doesn't have traditional strong covers with headshot angles etc. 

The map is now in a playtesting stage and I would therefore love all feedback I can get my hands on! Especially I want feedback on how the gameplay is: 
•Which team does the map favour balance wise?
•Are the meeting points fair or should there be changes?
•Is the pillar cover on the sites too much or too little?
•Is the visibility good enough?

Since the map is in development the artwork and detailing aren't even close to being finished! At the moment there are no know buggs. If you are interested in the theme just google "Visby winter". 

If anyone is interested in joining the development of the project we can talk about terms and payment privately.

This map will enter the FaceIt sponsored Mapcore contest where entries are to be submitted in October. 

Thank you for reading! If there are any questions don't hesitate to ask them! 

Regards, 
mAnsson


Imgur: http://imgur.com/a/jSdLs
Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=911774236

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Edited by mÅnsson

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Hey, honestly fun to see a map based on a place so close to where I live (Lund). I'll to try to run around for a while tonight, all I can say right now is that the layout does seem to be a little confusing and have you thought about the possible issue around differentiating footsteps when the sites are geographically so close? 

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Hello! I'm glad that you are making something that resembles your home town, but don't let that whole idea and layout block game play. There are some changes that need to be made to the current layout and here's why:

  1. The timings are way to long. Just by doing my own little run through, I was able to scrap together timings at about 15-20 seconds for Ts to get to either bombsite. These timings need to be shaved down to anywhere between 8-15 seconds. Or you could make one site a rush site and one site a slower methodical site. 
  2. Footstep differentiation is a key Counter-Strike feature. (Mentioned previously by @Simpajo) A lot of players will say that Nuke is their least favorite map because they can't hear where anything is coming from. They can't tell where footsteps are and you their echolocation skills to determine where the enemy team is. If you want to keep the bombsites where they currently are, maybe consider making the two bombsites have different floor types so that the footstep sounds are different.
  3. There is a lot of unused/useless space. Just by running around, I can tell that if this map was played, about 90 percent of it wouldn't be used by anybody except a lurker/flanker. The main focus around the map would be around the church square. The whole top lane of the map is usually not going to be touched by teams unless they are flanking because they wouldn't want to put themselves at a distinct disadvantage by taking a longer route. CTs would only have to put one player there for information and if they know they are taking that route, they can easily collapse and trap the Ts.

Overall, the map layout needs a rework. This is why play testing early is always good because it can help you work out the kinks of a layout. I see that you've put a lot of time and effort into this map and I would hate to see it go to waste. I think the easiest way to salvage this map would be to move the back bombsite (I believe A site) towards the tent area of the map. I would then shorten some of the corridors up to help fix some timings, and that should solve a lot of the problems with the layout at this point in time I believe. I really believe that you have a good theme to your map and I hope that you can change the layout even if it isn't true to the references anymore.

 

I hope you found my advice and criticism constructive! I'm not trying to be mean or anything, I'm just trying to help you make your map the best that it can be! If you have any questions at all I would be happy to answer them either here or in a direct message.

 

Thanks!

mott

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On 2017-06-18 at 1:23 PM, Simpajo said:

Hey, honestly fun to see a map based on a place so close to where I live (Lund). I'll to try to run around for a while tonight, all I can say right now is that the layout does seem to be a little confusing and have you thought about the possible issue around differentiating footsteps when the sites are geographically so close? 

Footsteps will be something I will focus on in next update before playtest at Thursdag (22nd).

Thanks for feedback!

18 hours ago, mott said:

Hello! I'm glad that you are making something that resembles your home town, but don't let that whole idea and layout block game play. There are some changes that need to be made to the current layout and here's why:

  1. The timings are way to long. Just by doing my own little run through, I was able to scrap together timings at about 15-20 seconds for Ts to get to either bombsite. These timings need to be shaved down to anywhere between 8-15 seconds. Or you could make one site a rush site and one site a slower methodical site. 
  2. Footstep differentiation is a key Counter-Strike feature. (Mentioned previously by @Simpajo) A lot of players will say that Nuke is their least favorite map because they can't hear where anything is coming from. They can't tell where footsteps are and you their echolocation skills to determine where the enemy team is. If you want to keep the bombsites where they currently are, maybe consider making the two bombsites have different floor types so that the footstep sounds are different.
  3. There is a lot of unused/useless space. Just by running around, I can tell that if this map was played, about 90 percent of it wouldn't be used by anybody except a lurker/flanker. The main focus around the map would be around the church square. The whole top lane of the map is usually not going to be touched by teams unless they are flanking because they wouldn't want to put themselves at a distinct disadvantage by taking a longer route. CTs would only have to put one player there for information and if they know they are taking that route, they can easily collapse and trap the Ts.

Overall, the map layout needs a rework. This is why play testing early is always good because it can help you work out the kinks of a layout. I see that you've put a lot of time and effort into this map and I would hate to see it go to waste. I think the easiest way to salvage this map would be to move the back bombsite (I believe A site) towards the tent area of the map. I would then shorten some of the corridors up to help fix some timings, and that should solve a lot of the problems with the layout at this point in time I believe. I really believe that you have a good theme to your map and I hope that you can change the layout even if it isn't true to the references anymore.

 

I hope you found my advice and criticism constructive! I'm not trying to be mean or anything, I'm just trying to help you make your map the best that it can be! If you have any questions at all I would be happy to answer them either here or in a direct message.

 

Thanks!

mott

For clarification, this is not my hometown and I will focus very much on gameplay this month. Therefore I am not bound to any of the layout and it is therefore not vital to stay true to the “reference”. I will look at the timings and try to shave of a couple of seconds. The ground on sites will be updated before playtest this thursdag (22nd).

Sure main focus will be the church since this is the bombsite but it won’t have the main focus the whole round since Ts need to take map control.

The top lane you are talking about I am guessing it is around the tents? This is a vital part of the map for Ts. Since CTs start with map control the need that bit of the map to not get completely stomped by pushing CTs. You can almost compare the area with tents to playground on Overpass.

I have my own worries about the maps layout and therefore I need some major playtesting atm.

Thanks for feedback!!

 

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