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Posted

As my first project I have decided to make a defusal map based in space. The terrorists are attempting to detonate explosives in the two bio centers on space station Olympus. 

Grill Fight

On Olympus, winning the fight for Grill is going to be critical for taking B site (T) or preventing it from being taken (CT). I predict that the fight for grill will have 2 T's and 1 CTas the T side can afford more players since CT players will probably have 2 players per site leaving one to go plat. Even with this lost player, the engagement on B would have 4 T's and 2 CT's. Winning grill quickly means killing the planter on CT or killing the defuser on T. To stop either of these scenarios the player(s) would need to smoke site (although the player grill will probably know where the defuser is in the smoke). Alternatively, players can counter by engaging the player in vents in an unfavorable battle or rotating all the way to long to kill them.

B Site

B is intentionally easy to take as it is difficult to hold. T's dropping duct cannot get back up unless they do a 4 man boost making it possible to put a max of 1 player duct. If a CT player wins the grill fight and fails to kill the planter (smoke on site) they can rotate duct along with CT's on A. In duct they have a vantage over site due to its height and can attempt a retake that is much easier than the defense. Before rotating the grill fight winner (CT only) can go plat to get a vantage of B! That's right, B sites right wall will be glass, a key feature on Olympus. Due to the high angle, picks on players behind t box will be the easiest, while T players pressed against the glass would be the only other vulnerable players on site. This makes plat balanced later in the round. Also note that plat is elevated and the stairs go up but because I am an idiot kid I neglected to put stair direction in.

A Site

A is intentionally hard to take as it is easy to hold (notice a theme?). Ct and T players enter the site at around the same time. If CT players hug the left side of A long (which I also neglected to label. Idiot!) they will be out of T's sight and hearing. They can proceed to walk (to trick T's into thinking they stacked B), or run behind grass to boost. Grass has two steps: a low one on the side facing the wall, and a high one on the T side preventing them from performing a similar boost. Once boosted you can either headglitch with your teammate under you, or jump on grass as your buddy flanks all the T's focused on you. The real power of grass is that you can boost on it at any point making you position unpredictable and less susceptible to T's pre-aiming where your head will be. If there is a 1v1 scenario CT's can easily smoke ct box if bomb is planted there and defuse relatively safely. Ct box is good cover for sneaky CT's to kill the unsuspecting planter and buy time for rotating CT's

Tower/Nest 

More balanced than you think. T's who opt to leave the rush to go tower leaving their team a little weaker will benefit them greatly seconds later. They have a view of all the glass covered areas on this map. This includes the roof of a long, a section of glass roof on the CT side of B, the left wall of long ( excluding certain parts where rotating CT's can hide to avoid being spotted), and A's glass roof. This will make the CT's feel like they are playing metal gear solid and wonder why they are still here. The catch is that the dome on nest is not penetrable (dang!). Its space guys what did you expect? I predict that good T's will either stay in tower for the duration of the match to watch for rotations, or rotate back to it quickly after a successful rush to find CT rotators.

CT/T Spawn

As a way to spice up the map, T spawn will be inside of a space pirate ship and CT spawn will be in a ship for space police featuring coffee cups, doughnuts, and a lot of monitors.

"Cool" Detail ideas

The whole map will have a clean aesthetic with no pointless background noise except for (possibly) in the spawn to aid players who are saving and mistakenly switch weapons. The glass will have steel strips to support it except for the wall of glass on the right of B. I might add more glass than was mentioned in the Nest section to remind players that they are in space! I want to incorporate nylon into the walls and ceiling in some tight corridors to replicate the feeling of the ISS (international space station). There will be a few blocked passages to give this otherwise tiny map some volume. One of the blocked passages will have an airlock with a window where a torn of section of the station will be visible.Also the spawn ships will have little portholes in them. Is this idea cool or stupid? I am most eager to hear your thought on the map design rather than the planned aesthetics.

Use links below to save image.

 

IMG_20180810_171639094.jpg

IMG_20180810_171825577_LL.jpg

Posted

A few things:

Your bomb sites look very close together. Looks like you could see one plant zone from the other. Even if you block that line of sight, it's going to mean the won't really be a take / retake kind of gameplay. It'll more turn into large 5v5 death matches every round. I think you'd do good to seperate those more.
Most paths look very straight empty corridor - ish. You want to work more with actual areas that are connected through choke points. Corridors are fine, but they shouldn't make up the main playing areas of your level.
The sites look very underdeveloped. I know this is a very early concept, but "room with 2 crates" just isn't much of a concept. I think again you should work out some more distinctive choke points for them, then work out plant zones and cover from there.
I think your "long" path is kinda awkward. It leads around the site more than it leads towards it. I think having a path that goes around your map rather than towards a bomb site is rather awkward. Maybe thats just me though.

Maybe this layout is more conceptual than literal and I just said some redundant stuff, but I see a lot of beginners work too much with corridors and overly simple "room with box" kind of sites, so I thought I'd mention it anyways. Just on a side note, I'd recommend brushing your layout out in hammer before asking for feedback on it. You'll find that you have to develop and flesh out a lot of things just by looking at it in the editor and sketches and drawing never work out like they do in your head or on paper. Makes it easier for you to improve your level and easier for us to give feedback.
Either way, space is a cool theme, so go for it!

Posted
11 minutes ago, csWaldo said:

A few things:

Your bomb sites look very close together. Looks like you could see one plant zone from the other. Even if you block that line of sight, it's going to mean the won't really be a take / retake kind of gameplay. It'll more turn into large 5v5 death matches every round. I think you'd do good to seperate those more.
Most paths look very straight empty corridor - ish. You want to work more with actual areas that are connected through choke points. Corridors are fine, but they shouldn't make up the main playing areas of your level.
The sites look very underdeveloped. I know this is a very early concept, but "room with 2 crates" just isn't much of a concept. I think again you should work out some more distinctive choke points for them, then work out plant zones and cover from there.
I think your "long" path is kinda awkward. It leads around the site more than it leads towards it. I think having a path that goes around your map rather than towards a bomb site is rather awkward. Maybe thats just me though.

Maybe this layout is more conceptual than literal and I just said some redundant stuff, but I see a lot of beginners work too much with corridors and overly simple "room with box" kind of sites, so I thought I'd mention it anyways. Just on a side note, I'd recommend brushing your layout out in hammer before asking for feedback on it. You'll find that you have to develop and flesh out a lot of things just by looking at it in the editor and sketches and drawing never work out like they do in your head or on paper. Makes it easier for you to improve your level and easier for us to give feedback.
Either way, space is a cool theme, so go for it!

Thanks I didn't have access to hammer at the time (on a trip LOL). This is very good advice. While I was drawing long it felt way too narrow and I knew that would change. To create alternative cover in hallways i might use cubby holes such as the on on mid doors on Dust 2. Long near B might feel confusing because its not really meant to access site, but rather grill that can view the whole plant site, or the plat that can access half of the roof of b. It would benefit either side if they had control over it. I think that the CT box on a is really useless and intend to remove it. If there is one ideal I want to stick to it is that one site is hard to take but easier to hold and the other is easy to take and harder to control. This will most likely be achieved by separating the sites much more to slow down rotations. I'm blocking it out right now. Thanks for the feedback ill use it!

 

Posted
15 minutes ago, Interfearance said:

Long near B might feel confusing because its not really meant to access site, but rather grill that can view the whole plant site, or the plat that can access half of the roof of b.

Here's a way to change flow to reflect that then:
 

flow.jpg

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