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Gret map overall, and it will be interesting to see what players think of the slime feature. I found some issues.

This mesh gets in the way of seeing players. It is in a lot of places, and whilst it looks great and adds to the theme, I think it will annoy a lot of players.

de_swamp0000.jpg.b257390b769e50156fcc8385d43757d9.jpg

It can be quite hard to clearly see players here, especially up against blood stained walls.de_swamp0002.jpg.c5485eb3b896815948825ac7437d575a.jpg

This path here I think could be better defined. I only found it after 20 rounds or so, and that was by accidentally pushing up against the ladder.

de_swamp0003.jpg.70b3ee94e816cb8878a433a2cf3d9120.jpg

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19 hours ago, Talkette said:

I spent some minutes running about it and this is the only "bug" i found.876141613_Sinttulo.jpg.02af774fe73cbf1cd016463bc9a2d296.jpg 

Thanks for feedback everyone, we will now fix that, will come in next update!

20 hours ago, BubkeZ said:

Thanks for the feedback!
The reason why a player goes slow where there is "slime" is because to avoid players not choosing to always use shortcuts or to run around in the slime more than necessary.
You have a choice to choose it on certain rounds which can be crucial as it opens up new angles to a bombsite eg.
The map is designed so even if you choose to go to the middle in slime as a terrorist after spawn you still have great timing against CT in the middle but you always have a choice to avoid water and slime completely.
It is a new unique way to get a player to make decisions and a good way to "limit" one such open map in a smooth way.

 

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On 1/22/2020 at 9:14 PM, Vanx said:

Only one picture shows how much work an creativity has gone into this one. Love it.

We have sent many pictures to each other that describe what we are thinking and then we have talked a lot to each other even though Morozov's English is limited and my Russian is non-existent. But in some way it has worked and now we understand each other well.

Level design brings people together and in the end we all speak the same language.

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7 minutes ago, Tynnyri said:

The water speed penalty is such a broken mechanic though. You can avoid them with bunnyhops and runboosts, if you don't, you get rushed because the opponents did that. Honestly. Just runboost your team across the water and negate the penalty. I don't see the gameplay purpose in something you are meant to negate at the start of the round and which only matters when rotating from site to site, both of which hardly never happen in a casual match anyways.

Thanks for the feedback!
Yes absolutely, of course you can get there faster if you jump in water, that's how CS:GO works as you know, applies both on land and in water and something that we are fully aware of.
To use walk is also an option to use as you then make no sound whatsoever in water, many variants are available.

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I don't think the swamp water slows you down that much.

It's an interesting mechanic (quite exotic 👌). I wonder how it's going to affect gameplay, especially in the T rotation route between the two sties.

There's also this cool section where you can pull out your knife and do some platforming. Pretend you're playing a fun game, that's not CS:GO (it doesn't get any more exotic than this). But at the same time it's risky, cause you're more exposed and you can't throw knives in CS:GO.

I don't think anyone b-hops in CS:GO. At least I wouldn't do it when someone is watching. It's morally reprehensible.

You know what would be really cool? If you added a feature where if you stood long enough in the swamp water (say 10 seconds) an alligator pops out and devours you, taking half your HP. You can also play some horror music with building tension to let the players know when it's coming.

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14 minutes ago, Tynnyri said:

I don't think you understand... If you bunnyhop in water, there's no slowdown. You go normal grounded bunnyhop speed. Bunnyhopping in CS:GO is based on luck. This means if you're lucky, you just randomly get quicker to your destination. 

Let's say you don't want to bunnyhop for moral reasons. Just have a teammate crouch in spawn and start a runboost. Same thing applies, you run boost away, avoiding the water and get faster to your destination. Except that in a normal map the time to set up a runboost in spawn is longer than the speed gained. Not really in this map, where there's slower movement than normal.

Basically, there's no point in going into the water, ever.

I fully understand what you wrote but we have so little water in critical places so I don't know what a runboost will help.
We do not force anyone to go in the water you can avoid it everywhere and that's the whole idea of the map, to have it open and interesting but at the same time not attract anyone to use it all the time.

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I really love the fact that you've had the guts to try out something totally new with the Swampy water.

We've never really seen environmental hazards in CS:GO before - at least not in a competitive map. I really look forward to seeing how it plays out in a 5v5 setting.

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5 minutes ago, WAve said:

I really love the fact that you've had the guts to try out something totally new with the Swampy water.

We've never really seen environmental hazards in CS:GO before - at least not in a competitive map. I really look forward to seeing how it plays out in a 5v5 setting.

Cheers mate!
We wanted to create something new and unique so that a player does not experience déjà-vu which unfortunately is often common on new maps.

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I think it's a good idea to build something new (slow movement in water) on something proven ("3 lane"/"4 square" whatever layout).

So players feel immediately "at home" in the map and are willing to learn the new things. If you add do too many new things at once players might be frustrated.

I think you did a good job here.

Edited by Radix

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16 hours ago, Radix said:

I think it's a good idea to build something new (slow movement in water) on something proven ("3 lane"/"4 square" whatever layout).

So players feel immediately "at home" in the map and are willing to learn the new things. If you add do too many new things at once players might be frustrated.

I think you did a good job here.

Thanks Radix!

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On 2/1/2020 at 8:14 PM, Radix said:

I think it's a good idea to build something new (slow movement in water) on something proven ("3 lane"/"4 square" whatever layout).

So players feel immediately "at home" in the map and are willing to learn the new things. If you add do too many new things at once players might be frustrated.

I think you did a good job here.

You bring up a valid point, and while I am not criticizing this map's design, it is too often the case that maps choose to change things up within the 4 leaf clover. I know that there are alternate ways of pathing that work, I have spent a long time playing around with configurations on paper and in grayboxes. An example is inner bombsites with less space apart and with outer rotations.

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53 minutes ago, Tynnyri said:

Something like Nuke? That would very interesting to see!

I think Nuke is functionally still a 3 lane thing but with bombsites on top of each other, which is a terrible idea nowadays. I think something like train (but with less annoying bombsites) would be more reasonable.

But I suggest to move this discussion somewhere else. This thread belongs to de_swamp. ;)

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Really enjoy this layout and I think the art is some of the best in the contest. I feel visibility needs to be a focus of future updates along with better signposting - in for example CT spawn - of what is walkable and what you need to jump to maintain speed. Not sold on the slow water thing but I trust bubkez and untor to make the right call. 

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10 days have passed, we had feedback, thank you all. What will be in the next update?
- Many fixes for overlaps, gapes, and more.
- Update timing for CT Side, and changes spawn position.
- Add some new details for navigation voice tag.
- Replace old displacement waterplant blending to prop overlay
- New boat for T side and A bombsite (yes, re-model from canals boat) 
A7ECB2B41C298F00D4FE9B1EF608841315D1A97C

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