[CSS] The next DUST* WIP

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[CSS] The next DUST* WIP

Postby spare8ball on Wed Oct 19, 2011 4:24 am

I spent 3 days trying to create an open map such as dust2. I came up with this layout which seems pretty solid. It's in early development and I was interested in some feedback from the community. De_crust is its current name, but thats subject to change later in development.

Here are some images:

Overview

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Overview with pathways.

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Bombsite A

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Outside Bombsite A

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Bombsite B

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Upper connecting route

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Lower mid connecting route

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There are recycled game play elements from both dust and dust2 but no direct copies were made. Spawns distances still need some work.

Here is a download: http://www.box.net/shared/t6y5ktk8o0104vkvahij
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Re: [CSS] The next DUST* WIP

Postby SotaPoika on Wed Oct 19, 2011 7:52 am

To me it seems alot more tighter and CQC than de_dust2.

Just checked ingame. I think the times are little too short. 10sec to B and about 15sec to A. Also, terrorists arriving to A through double-doors are in serious disadvantage as they have wooden doors there (bullet penetration), while CT have two way to access there, one without T's actually noticing it. CT's can just spam nades and bullets in that tight entrance.

And like I mentioned before, map is IMO way too CQC to be "open map such as de_dust2". Widen those alleys and roads and tunnels.
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Re: [CSS] The next DUST* WIP

Postby Naticus on Wed Oct 19, 2011 1:00 pm

I really like that this is designed to be faster paced. The layout looks like a great mix of Dust and Dust2 key elements. I would test and tweak the layout as needed making sure the choke points provide enough tactical game play opportunities.

I could see this layout becoming really popular. If it works in CSS, I think you should then texture it with the CS:GO materials and models at the time of that release. Looking forward to this one!
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Re: [CSS] The next DUST* WIP

Postby Zecrah on Wed Oct 19, 2011 4:28 pm

Everyone thinks faster paced will be good. But it won't. Just consider yourself taking a few extra seconds to buy things and you're already going to get dropped in a hail of bullets.
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Re: [CSS] The next DUST* WIP

Postby Naticus on Wed Oct 19, 2011 4:35 pm

Zecrah wrote:Everyone thinks faster paced will be good. But it won't. Just consider yourself taking a few extra seconds to buy things and you're already going to get dropped in a hail of bullets.



From the looks of his layout, it doesn't look like you can get from one spawn to the other in just a few seconds. :? Maybe 10 seconds tops...

If it takes a player an additional 10 seconds after the buy period expires to finish buying then they probably should get a hail of bullets!
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Re: [CSS] The next DUST* WIP

Postby spare8ball on Wed Oct 19, 2011 8:31 pm

I assume your talking about the rotation times between the bombsites. I based it off of dust2 rotation, jumping off A platform and running to B takes about 10 seconds, but the return run takes longer since the player has to run up the ramps. Here are some updated screenshots.

Overview (note moved T spawn)

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Bombsite A with back entrance added for T's

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