Zucth Posted April 12 Report Posted April 12 (edited) I will be working on a 5v5 defusal map, the map will has inferno hard site take vibe with lot of choke and height place to look at. The map has mid that not really like other mid, but still very important to take control, which you will see how/why in the final product. CT has to be aggressive than other map in the pool right now, if they want info/map control. But still without the info they are still very safe to cover the site. Rotate is very easy, but that also involve on how T control the map. The map will feature vent/ladder/stair and ramp, stair will be act as the main star of this map gameplay and tricks. The two site are very difference but still hold something that will be very similar. That's the intro of this map. I took the gameplay vibe heavily from inferno/mirage/cobblestone and anubis. . (By vibe, I might have very different meaning apart from what other people have on their mind. It was base on my gameplay analysis. : this is write to avoid misunderstood of copyright or whatever that I'm not intend to do that might appear later) . For the visual(even though I'm not sure if I have that ability of that level to do it): I have a few in my mind. For CT/A site it will be play inside historical type building style, B site will happen to be on outside of the city which lead to the field/flower/farm. and other part of the map will be fill with city in the mix some part will be still under-construct/repair. I don't have any city style in particular yet since I know very few of geographic stuff. People might ask me why name it de_gnoll? Welp, it doesn't mean anything in particular. I just can't get out of the fantasy world of RTS xD, So I end up with another fantasy name, but it might actually be good cause I don't think there are map that use this name yet (Actually, it was name of the first map I made back in csgo. So yea first map of cs2, so why not? That map has never ever be released anyway.) . map link: https://steamcommunity.com/sharedfiles/filedetails/?id=3259196440 . Idea Picture: from day 7 progress, a line of choke-point, where T/CT will met: (some part of the map is already change during the process, but the timing is very similar, I don't think I will update those timing any soon) Day 15 progress, radgen is acting a bit weird, some object didn't get generate into the map... Timing record(sec) count the first reach: -Vent risky mid (AWP?) = CT: 5, T: 5 -Clinic(chokepoint before B_site_app) = CT to Clinic: 4-6, T: 8+ -B_app = CT(risky position): 9, CT(safe pos): 16, T: 10 -Second_mid(outside of clinic) = (hold from clinic) CT: 5, (hold from vent one-way drop aka. Risky mid AWP) CT: 4, (quick roof stack, hold for CT push) T: 4+, (normal route) T: 5+ -Rotate B garden(outside B_app, before B site) to A site = (Sniper angle B-site)CT: 9, (normal_walk)T: 13, (trick jump)T: -(+-)1.8 sec. -Rotate B to mid A via Vent = CT: 11 -Rotate B to mid A via Clinic = (Sniper angle B-site)CT: 10, T: 14 -Rotate B to mid A via A Main from garden = (normal-walk)T: 16 Edited June 12 by Zucth Freaky_Banana, AlphaOwl, MrTrane18 and 2 others 5 Quote
AlphaOwl Posted April 12 Report Posted April 12 3 hours ago, Zucth said: I got literally no idea of which is the right way to start, layout or environment, but I goes with the layout first. The first portion of the competition will primarily be based around having a decent graybox layout, so most likely should prioritize this! I do think it's important to keep in mind what type of environment you want for the map though, so the earlier the idea the better! I don't believe there's any issue with showing what the layout looks in another engine? As long as it's playable in CS2, that's the important thing. Zucth 1 Quote
Zucth Posted April 17 Author Report Posted April 17 Update to the project: A bit delay, because of another league that I'm with rn. But mid to B is almost finish, hope it doesn't too long. z0ro4rk, AlphaOwl and Znski 3 Quote
Zucth Posted April 20 Author Report Posted April 20 (edited) Update: Nothing too crazy today, just mid fixing, the rotate timing, the angle are weird. Seem like Main to A need to move(which will make mid control even stronger). - Main to B, I was thinking about one way flex somewhere around apt. So that if rush fail player still have choice(which will be similar to Mirage under but no turn back). If T mid isn't getting too strong of course. - Mid and A main that has been fix Edited April 20 by Zucth Quote
Zucth Posted April 23 Author Report Posted April 23 CT us half way there, mid short to A seem okay now, might have more change who know lol. fix mid to B path and spacing a bit more with a bit more detail. As situational update(day 5): B look stable now. A seem to find it place now as well. T spawn feel like need a new place/rework due to time & layout doesn't come-out as what I expect, I'm not satisfy with it. T A-main felt weird might all-go together with T-spawn. Quote
Zucth Posted April 23 Author Report Posted April 23 a bit more update, B site: clear! for now AlphaOwl 1 Quote
Zucth Posted April 27 Author Report Posted April 27 (edited) Update day: 6 Polish timing from T/CT to B site, and change CT base to original plan(cause before this chokepoint timing is wrong). I did start a bit of A site start from Mid short to A. Now I'm worry a bit that I might create something that off meta, I might do too much of micro tasking (which lead to old inferno that has lot of angle to play + narrow). Edited April 27 by Zucth Quote
Zucth Posted May 1 Author Report Posted May 1 day 7 progress, a line of choke-point, where T/CT will met: Quote
csWaldo Posted May 1 Report Posted May 1 Nice start so far! If you're unsure whether to focus on environment or layout first, it's a good idea to design both things hand in hand. Cool environment ideas can often inspire cool layout ideas and your layout will sometimes dictate certain environmental choices to work. For your layout, you might need to simply your middle areas a bit. From what I can see it looks like you have about 3 separate areas that all function similar to what a regular mid does. This also means you have a lot of chokepoints for your CTs to defend. Typically for a cs map you want roughly 4 major chokepoints that need to be defended in order to fully lock down the map. Any more than that and a team of 5 CTs will struggle to hold up a defense. I think simplifying all that space between your bombsites would help Zucth and Karthoum 2 Quote
Zucth Posted May 11 Author Report Posted May 11 a few update: Nothing too big, on this update, just add wall and shape up a few area, mostly clinic, T to b apt, A site,CT vent to mid. change/cut some line of sight. I feel like the spiral staircase T to A/Ct vent is weird af. I don't have any better idea rn. I Just wanna wrap A site up. After saw several project already done with layout and basic visual blocking. It made me scare that I might not be able to finish all the layout wall clip, ceiling, light within playtest time. Quote
Zucth Posted May 18 Author Report Posted May 18 A site, done! only need to clip, wall, light and minimap left and gray box is done! Quote
Zucth Posted May 30 Author Report Posted May 30 day 9 update: change T spawn, better gameflow + T timing day 10 update, clean up A site & CT Quote
Zucth Posted June 1 Author Report Posted June 1 Did an update today. No picture though, I'm to tired atm. A lot of change has been made for the better game-flow. here map link: https://steamcommunity.com/sharedfiles/filedetails/?id=3259196440 (condition: under construction) mesh_guy 1 Quote
Recommended Posts
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.