• de_Nuke2
    6 replies, posted
An ambitious name, I know. I'll probably change it later, it's mainly there as a result of a lack of originality. de_nuke2 is the map I've been working on for CS:GO for around 2 and a half months now. I've decided to upload it to the steam workshop and need some help at the moment with finding bugs and making sure the map is balanced (I have a feeling it could be a little/lot CT sided.) The Terrorists have broken into a nuclear plant where they intend to detonate an explosive device to shut down power to a nearby town. The Counter-Terrorists have received a tip about this and are sent in to immediately stop them. Pictures: [t]http://cloud-3.steampowered.com/ugc/579018555312879603/96B1434C0977222010DA43F07FD41BF8424A9F46/[/t] [t]http://cloud-2.steampowered.com/ugc/579018555312881859/F5349AEFE2605A17D47F559AEC71C518026BB63C/[/t] [t]http://cloud-2.steampowered.com/ugc/579018555312877981/392F81831482FD2CA20AFA059E618DC0454E1494/[/t] [t]http://cloud-2.steampowered.com/ugc/579018555312875610/F1533659026E543F7E6515D0E4F7B38B52E24C0D/[/t] [t]http://cloud-2.steampowered.com/ugc/579018555312873666/BB50CE4101097C5D0C56DDFEBEA8847CE2DCE7B3/[/t] [t]http://cloud-3.steampowered.com/ugc/579018555312870850/43AACF76FF1DB3967CFEC953ADD2FB4921904EA8/[/t] [t]http://cloud-2.steampowered.com/ugc/579018555312872069/01F213D73F9C69222354DB1EDC6D3126B1528E37/[/t] [t]http://cloud-3.steampowered.com/ugc/579018555312868763/0B6BA61852B664AA6C8CF5CCE9BF76062DBB2070/[/t] [t]http://cloud-3.steampowered.com/ugc/579018555312867159/5BC71F53C8B67D87B3A268EF768E4E6992006C00/[/t] Video: [video=youtube;bzGGoJWE2gA]http://www.youtube.com/watch?v=bzGGoJWE2gA[/video] Layout: [img]https://dl.dropboxusercontent.com/s/om637ml1kcfvpzf/de_nuke2_overview_names.png[/img] Workshop: [url]http://steamcommunity.com/sharedfiles/filedetails/?id=247325542[/url]
Why is CT spawn between T spawn and B? CT's can just rush them and ambush before they even get to a site.
Alright. You have a number of mechanical and aesthetic issues with your map. Lets start with the CT Boost: [t]http://i.imgur.com/UsGJUbx.jpg[/t] From this position, which can be gotten to fairly early on for the CTs has a direct line of sight on 5 potential T routes, on top of being in a particularly dark part of the map. Then we have this: [t]http://i.imgur.com/W5qMB8n.jpg[/t] The slide behind that first position. Why does this exist? Anyone that uses it will take roughly 25 damage when they hit the bottom, and it puts them directly in front of the B doorway, so you will either get gunned down as soon as you hit the floor, or immediately after from both of those blind boost corners at the site. It just doesn't seem worth 25 damage to use it any scenario but particularly for a rotation if you've taken damage already. And that brings me to bombsite B. [t]http://i.imgur.com/YfyBsok.jpg[/t] [t]http://i.imgur.com/vpSWBD4.jpg[/t] [t]http://i.imgur.com/TUvFOx4.jpg[/t] [t]http://i.imgur.com/nHxchOp.jpg[/t] [t]http://i.imgur.com/EtKDx4v.jpg[/t] The approach to this site is suicide. There is almost no cover, and no practical alternative route that doesn't exit in having 2 sightlines on you to moment you leave the parallel tunnel. The site itself is incredibly crowded and weird and oddly shaped. The room those shots were taken is very problematic. You can't hold or wait there because if you wait too long, CTs will rush from above and trap you there. You are running in from a large, open area into an area with dense cover that has superior angles of fire. Not to mention you can't even get too close to the front wall to maximize your cover because the boost-alcoves are there. A successful rush would require that you flash or smoke just short of the door, and then try to squeeze your way through that narrow hallway to get around them. The site itself is full of blind angles and dark nooks that make defending it really, really easy. The whole thing seems to be a rough re-imagining of the B site on the real de_nuke, but is missing crucial parallels in design like the vents or the tunnels. Putting massive, towering props in small rooms will make them feel even smaller than they actually are. Now lets talk about site A: It's a site that seems to demand an off-site defense because anyone that actually defends inside that room is asking to be grenaded to oblivion. I imagine a smoke would probably take up nearly half the room, and the room itself has so little cover that the attack/defense of the site itself turns into people peaking or just rushing en mass. In short; the site is too small, and too simple. You can cover all three entrances by hiding behind that impenetrable crate and there is no hope of clearing and rotating if you get too far in. Bombsites in CSGO/CS in general are medium-large size because they are the focal points of action. They need to be large enough to potentially accommodate 10 players at once, and offer elements the Ts can exploit to gin a foothold. Also, the awp spot right inside that angular hallway seems to be fairly useless. It covers an area CTs would have no reason to be, because they can cover the ramp and the hallway itself by sitting further back. To conclude, I want to talk about something that I learned at GDC this year regarding interior aesthetic design when it comes to effective readability in both MP and SP scenarios. [t]http://i.imgur.com/yW5KJSA.jpg[/t] [t]http://i.imgur.com/nV9GQdi.jpg[/t] [t]http://i.imgur.com/r6ghV7N.jpg[/t] [t]http://i.imgur.com/qWqjjH6.jpg[/t] ....but there is such a thing as overdoing it. Take the first image for example. Why on earth are there so many arrows. It's not like there are a bunch of branching paths or some way to get lost. It's the end of an alleyway. It's pretty obvious where the player is supposed to go. However, there is no indication of where you are going. Look at how Valve uses bombsite decals. They only use them in areas to draw attention, or that could be potentially confusing. And for the grates on the ground; they are patterns within patterns that don't serve a purpose. Get rid of every other one, and you will get a much better spacing that looks more realistic. You use this sort of repetition everywhere in your map to the point where the whole environment feels really artificial and confusing. One of my biggest issues with the map is that it in no way looks like what you're trying to make it look like. If we were to disregard the skybox models and everything not related to gameplay, there is not a single aspect of the level that makes me say "oh, this is a nuclear power plant". It has small rooms with a bizarre collection of equipment that looks vaguely industrial, but nothing that really states what this is supposed to be. The reason this is one of my major issues is because you can use reference from actual plants or games, or anything to help guide your design and create a space that is both interesting gameplay wise and unobtrusive and effective aesthetically. Maybe it's just me, but if I don't know what the environment I'm playing in is, it causes constant distraction. Having a clear layout and a clear theme make it easier for call outs and for understanding what part of the map you are in. Also, how do I make all of these thumbnails so that they aren't stupidly big?
Use {t}{/t}, except in normal brackets. Don't use img tags.
Not bad at all ;P I like the brushwork and non-eye-fuckery light.
Thanks for the feedback guys! I'll be making some pretty significant changes based on this; CT spawn and both bombsites as well as side entrance will be reworked. I'm thinking of moving A directly above B like Nuke and making what currently is A a passage to get there (as well as there being vents on B and another route from Long Hall upwards to A). Also I'll be adding to the somewhat bad 3D skybox and taking into consideration those detail things (e.g. adding warehouses and more nuclear paraphernalia).
[QUOTE=DwarfOverlord;44515623]Thanks for the feedback guys! I'll be making some pretty significant changes based on this; CT spawn and both bombsites as well as side entrance will be reworked. I'm thinking of moving A directly above B like Nuke and making what currently is A a passage to get there (as well as there being vents on B and another route from Long Hall upwards to A). Also I'll be adding to the somewhat bad 3D skybox and taking into consideration those detail things (e.g. adding warehouses and more nuclear paraphernalia).[/QUOTE] Oh one other thing I forgot to mention is that you need to use models a little more judiciously. No need to have wall to wall cabinets or that many AC units on top of buildings.
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