Hi, and welcome to my fourth entry of the CS:GO map de_muertos blog!
As a note - from last week's goals for this week, unfortunately due to personal issues I wasn't able to do some well-needed community testing, but plan to this following week.
First of all, I will cover the feedback I received from my Reddit post on the r/csmapmakers subreddit.
On my post for de_muertos I asked for some feedback regarding my layout. I received a bit of feedback on my lighting and how to take a suitable overview photo, but user AluCituc gave me some very useful advice:
So, from reading this feedback, and analysing my map I made some changes to the overall layout.
The most notable change is in "A-side" (left-hand part of the map), I condensed the area to create a lot more urgency to the area of play, instead of a few corridors and an open area to run around needlessly. My reasoning for this was to give the attackers a more direct route into A-site, given that it's further away than the B-site. There are still multiple ways to traverse the T-side, however. Which includes a riskier 'Long' route down the middle, a tactful route over the top to the left, and another where a bridge crosses over to a more secure route.
Next, to accommodate the changes and pathways to site A from CT-Spawn, I moved the CT spawn.
With this new change, the time to A-site has increased (I will cover shortly), and means the Counter-Terrorists will have to run part-way through mid. I did this intentionally to increase the traffic of players to add more urgency and conflict. The old path lead them to the bombsite far quicker than the Terrorists could and gave the CT's far too much time to stay their ground and wait, the new A-side provides quicker conflict between teams, regardless if the Terrorists go mid, or A-side.
As a quick note - I also reduced the amount of cover in the map, during testing, there was far too much camping and hiding going on, and not enough action. I will cover these changes after the next section.
With the new layout and CT spawn location, there of course has been a few changes to the metrics of the level. Like before, I will put a table below and discuss these new timings.
So in short, the CT timings have increased slightly, and the timing from T spawn to Bombsite A has dropped drastically.
This works well, giving a bit more pressure for the CT's to get to their respective bombsites and have less time to prepare for the attacking team.
Bombsite Rotation (Counter-Terrorists)
The previous timings for the bombsite rotation was between 19-22 seconds, so this rotation time has decreased since then. This was intentional to reduce the size of the map in response to the feedback.
The maximum timing has increased due do passing through the CT spawn, this however puts more pressure on the attacking team as the CT's can take a longer approach but are less 'bottlenecked' from the Mid-to-B Site path
Mid: Reduced cover to add more conflict in central area
T-Spawn to A-Site: Multiple paths to close the gap and reach Bombsite A
B-Site: Added in a risky flanking route for the CT's to engage attackers
B-Site: Reduced cover and opened up map to create better long-range skirmishes
New CT Spawn
CT Spawn: Old 'CT Spawn to A Site' blocked off and used as environmental landmark
T-Spawn to B-Site: Replaced big 'bulky' cover with a shop front to add to theme
So that covers my fourth entry to this development diary.
Next week I hope to get some community testing done, get some feedback, and make some more changes.
Thank-you for reading!
Welcome to my mid-week blog for de_muertos. Perhaps I should start titling this dev diary by the entry, and not by week. Something for next week?!
This blog entry will cover my personal testing with bots so the data isn't going to be too accurate, but I will still analyse the testing data to move forward with the development of the map.
I'll cover the testing first, then cover the changes to the map which I developed before the testing as I wanted a newer version to analyse.
Bot Difficulty: 4
Number of Rounds: 15 per match
Number of Games Tested: 10*
*To make the data as usable as possible, I set the Bot Difficulty to high, and tested each set of games on each team. (5 matches for Counter-Terrorists and 5 matches for Terrorists)
The data I received is as follows:
Using this data, I can determine that it is an almost equal split between the win-ratio of the two teams. Again, I will stress that this isn't a highly accurate reading as there isn't enough play sessions to get decently accurate feedback, although this does help me understand the balance it has between the two teams advantages / disadvantages.
Note: there are two less rounds to account for dominated win in match 9 (8:5 wins)
My conclusion is that the map is definitely ready for community testing, and that is the next step in this week's plan. What I can take from this small slice of data is that the balance has already started well, I was expecting a massive imbalance. However, this does include myself as a player, meaning the team I was on would have more of an advantage.
You will find a gallery of some snapshots made in-game and in-editor for my map at the end of this blog post.
Some major design decisions I made for this map was to re-work the paths to Bombsite A and rework and add some more cover to add some more balance.
Firstly, I will cover the Bombsite A changes.
First of all, although I wanted site A to include a larger area for different tactics for utilities like the Smoke grenade (See Shuffle's comment on my previous blog), I also wanted it to follow some of the basic 'corridor' styles of gameplay in most CS:GO maps. So I made some changes, to give a more 'bottlenecked' approach. I added a connecting route from the right-hand path, to the left-hand open area to give some easily traversal to and from each pathway.
I also added in a choke point after the open area to add some more engagement and lead the attackers to the bombsite quicker to make the fights more interesting.
As well as the pathways I also re-worked the bombsite to give it some flair and cover, making it actually look like a target to strike and also a place to defend.
One thing I realised before making any changes was that the CT's didn't have many pathways to let them flank the attacking team, so I created an indoor section to the level to give them an opportunity to take a long but rewarding approach.
This works in the favour of both teams; the CT's can use it to attempt to counter the attacking team, but the attackers then have the option to engage them there. I added a window as an escape-route, or as a higher ground to take advantage of. I plan to add a bangable wall behind to balance out the use of it.
And lastly, I reworked and added some cover into the map to balance out the engagements. The most notable are:
Re-worked the mid section to add some extra protection from the balcony and newer interior, I am considering adding some bangable walls / props for extra cover.
Extra cover added around bombsite A to protect bombsite from defending team
Added extra cover from Terrorist spawn into Mid. This is so the CT's can't spawn snipe from the Overpass too easily, and grants the attacking team to cover to close the gap, this allows the use of smoke and close-quarter weapons to be effective
Thank-you for reading my third entry for this development diary.
From my next post I will rename the titles to Entry: x as the uploads will be erratic.
Any and all feedback is welcome, I really appreciate all the support so far! :)
Hello and welcome to my second blog post for de_muertos!
This is week two of my map creation using CS:GO UDK, and I am quickly getting to grips with the editor and game itself. I have a few hours a week to spare to this project, but I am very passionate to keep going. It teaches me a whole lot about CS:GO map design the more I play, learn, and dig into the editor.
Today I will be covering the first phase of my blockout, some playtesting, and timings to each bombsite and will be explaining my reasons as I go along,
I hope you enjoy.
Pathways, Bombsites, and Collision Points
Timings to Bombsite
For both bombsites, the Counter-Terrorists (CT) have a shorter route to their respective Bombsites they have to defend. Giving the CT's a 10-Second preparation time once reaching Bombsite A, and a 9-Second preparation time on Bombsite B. I feel this gives adequate time to reach the bombsites from either spawn, or even if the CT's wish to 'go mid' first.
Bombsite Rotation Timing (Counter-Terrorists)
Planted bombs take 40 seconds to detonate, so I feel that the 19-22 second rotation provides enough time for the counter-terrorists to reach the other bombsite with time to spare.
When rotating from Bombsite B to Bombsite A, the quickest route would be through the CT spawn, however, the CT team would be 'bottlenecked' through the underpass (they still have the option to take the high-ground but that would take longer), but if they take mid -- a slightly riskier method to begin with -- it would take more time.
Although when they reach the courtyard outside of site A from Mid (the terrorists find camping the spawn site and rarely camping the bottlneck as it is less advantageous to do so if the CT's take the spawn route) they have far more room to tactfully infiltrate the bombsite.
The same times occur going from Bombsite A to Bombsite B. When taking the Spawn route, the CT's have enough cover to minus the distance between them and any defending Terrorists, but are still 'bottlenecked' due to that narrow pathway. Taking the 'mid-route', the CT's have the option to go through multiple paths, either taking the T's head on, or flanking behind them. Terrorists still have enough cover to defend the bombsite either way.
Dust 2 has a Rotation time of around 15-22 Seconds
Whilst playtesting, the timings make the map work smoothly. Bots are able to navigate correctly, and have created strategies I hadn't even considered.
The main section I tested after realising the bombsite timings are decent, was the middle path or "mid". I took some inspiration from de_dust2's long mid, where players can have a sniper battle from the start of each round. Of course, to add some variation to this I provided my own advantages and disadvantages.
Terrorists start at lower-ground, but have a clear view of the two main pathways the CT's can take to mid (the underpass, and the overpass as accessed by the ladders in the CT spawn)
The block provides cover from the left hand-side of the pathway for Terrorists to reach the top of the path and into the mid-section.
Whereas, the CT's have two methods to counter the terrorists, that being the Overpass:
Short and High cover provides a way for the defender to reach the edge of the balcony, however, has to defend from both the Terrorist spawn at the right, and the building from the left
And the underpass:
The Underpass provides a less-advantageous spot than the Overpass, but also more protective cover from the attacking team
Overall, I am pleased with how Muertos is shaping up so far. As it is my first map, I never expected to take home the gold, I still have much, much more to learn from both the game and the map creation that goes with it. I had fun playtesting my map and each area felt varied. I do, however, feel that some of the pathways leading to each different section are stale - straight connectors that don't contribute to any variation or add spark to the map, so looking into that is a priority.
I do feel like the Counter-Terrorists meet their bombsites with too much time to spare to prepare for the Terrorists. So I may extend the CT spawn and add some extra distance.
Next week I plan to make some more changes to the layout of the map to make it more interesting, get some more playtesting down to record, and to review some community feedback.
Thank-you for reading.
First of all, welcome to my new Work In Progress blogs for my new mods. In this blog, I will be covering the development of my Counter Strike: Global Offence maps 'day by day'. These uploads won't be truly daily, however, and all depends on how much time I have per week to work on them.
Now, I am a CS:GO newb. It's true. This is the first time I have EVER played this game, and it's quite scary having to learn a new game, a new editor, and new ways to make maps. Of course, I have experience in other FPS games (COD, Battlefield, Unreal Tournament, Planetside, DOOM, TF2. To name a few), but as for CS:GO, I still consider myself a newb in terms of its own personal gameplay and mechanics.
So first of all, I may have jumped the gun and designed a quick 2D top down layout for a map BEFORE even opening up the game. I have themed the map around the Mexican Day of the Dead, this meant I could add interesting landmarks like a Bazaar, a Parade, a Graveyard, Slums, alleyways, etc. As well as it being a unique theme to this particular game.
Noticed how I oh-so cleverly got the spawn locations the wrong way round?...
I'll go over my main inspirations in a later video, as I want to get more to the point of developing the map. I thought the best way to get results was to get stuck right into the editor (after a few games to understand the core mechanics of course). My reasoning was, is that I want my map to evolve with my understanding of the game, more as a learning curve that I can look back on with future maps I create in this game.
After a few hours in the editor, getting to know my way around and understanding how to piece it all together, I finished a quick mop up of a mid-section and a bomb site. I did this because I wanted to create a mid-section first to balance gameplay and set my map's structure, and then get one bomb site in to record timings and check line of sights (this will also be covered in a later blog post).
This is what I was able to produce so far:
Clearly I have a lot of work to do. This was just a simple blockout for now, and for my next move, I'm going to clock in a few more hours of gameplay then look back at my map and compare & contrast with what I enjoyed and thought would be useful in my own map.
I did some slight timing exercises and resizing, it takes the Terrorists 13.5 seconds to reach the bomb site, and the Counter-Terrorists 7 seconds. I thought this was a decent time frame as it gives the CT's a shorter run to prepare defences.
Next week my plan is to finish the whole blockout, and get some solid playtesting with some bots involved. I plan to record these playtests and upload them as vlogs.
Thank-you for reading!