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.