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! :)