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!