[CS:GO] de_investment (WORKSHOP, Update 7 Sept)

Reveal what you have made so far and get feedback on development.

Re: [CS:GO] de_investment (3rd playtest - NOW)

Postby Major Banter on Sat May 12, 2012 11:18 pm

Regarding Marnami's first change, the doorway with breakable windows - it's actually a little worse now!

A double doorway with glass would be better - a single doorway with glass just resulted in the same bunching. Though I'm not sure if anyone agrees with me on that.
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Re: [CS:GO] de_investment

Postby Sathor on Sun May 13, 2012 3:28 pm

@Banter

I was not very happy about that either. I decided to make a different approach, since using a door and glass combination just did not work in that area - there were problems with the sight axis, too, since you could in theory shoot at people coming up the stairs in the atrium from behind the door / glass.

I simply added two concrete pillars, which are deeper and solve both the width and the sniping problem:

Old:
Image

New:
Image

Thanks to the playtest, I think the layout is now quite solid and does not need any drastic changes anymore.
I will work on bombspot A (the server room), since it offers not enough cover and I will have to think about the vent ...

I still want to playtest the map a few times - can never hurt. One thing I want to add until the next playtest is real handrails. This is a screen of a first ingame view of one of the elements, to test dimensions:

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Re: [CS:GO] de_investment

Postby stoopdapoop on Sun May 13, 2012 9:05 pm

does A really need more cover? I thought it worked pretty well the way it was.
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Re: [CS:GO] de_investment

Postby MaK on Mon May 14, 2012 1:44 am

I thought A had enough cover, and the vent didn't really bother me, it's a nice addition that's rarely used. One thing I think the server room could use is a prop to jump down onto from the 2nd story so you won't take fall damage (just as vcool suggested in the atruim near that one door).
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Re: [CS:GO] de_investment

Postby Sathor on Tue May 22, 2012 12:13 pm

I recieved access to the CS:GO Beta today. I have already compiled the map in CS:GO and want to show you some screenshots.

Sadly it does not work perfectly yet - it seems I can only play against one bot, although all the spawn points are valid.

Anyway:

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Re: [CS:GO] de_investment (update 22/05/12)

Postby Sathor on Wed May 23, 2012 1:31 pm

I modified the atrium's ceiling to allow CS:GO work it's magic:

Image

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I might make a CS:GO version available soon for everyone to playtest it with bots. Also, I will see how we can playtest it in CS:GO.

There will be still some playtesting to be done in CSS, though. I want to do at least one further playtest to see if my slightly changed bombsite A (the server room) works out.

Hope you like it!
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Re: [CS:GO] de_investment (update 23/05/12)

Postby MaK on Thu May 24, 2012 4:43 am

Looks damn sexy. Can't wait to see you finally detail it now that the layout's mostly solid.
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Re: [CS:GO] de_investment (update 23/05/12)

Postby Ark11 on Thu May 24, 2012 5:11 am

Nice, I think if we can rally every 'loper who has CS:GO we don't need bots.

P.S I got CSGO, so i can help playtest.
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Re: [CS:GO] de_investment

Postby acid on Thu May 24, 2012 6:26 am

Sathor wrote:I recieved access to the CS:GO Beta today. I have already compiled the map in CS:GO and want to show you some screenshots.

Sadly it does not work perfectly yet - it seems I can only play against one bot, although all the spawn points are valid.



Edit the gamemodes.txt in csgo/ so some 50% into the file where cs_italy and cs_office, then de_aztec and so on have their keys set, your map has its keys set in the same way.

Save that, write protect it so steam doesn't overwrite it next friday and you can play with more bots.


in the code bracket where those are included:
Code: Select all
...

                 //
      // Classic Maps
      //

      "cs_italy"
      {
         "nameID"         "#SFUI_Map_cs_italy"
         "name"            "cs_italy"
         "minplayers"      "10"
         "maxplayers"      "10"
         "extraspectators"   "2"
         "imagename"         "map-italy-overall"
         "t_arms"         "models/weapons/t_arms_phoenix.mdl"
         "ct_arms"         "models/weapons/ct_arms_gign.mdl"
         "t_models"
         {
            "tm_phoenix"      ""
            "tm_phoenix_variantA"   ""
            "tm_phoenix_variantB"   ""
            "tm_phoenix_variantC"   ""
            "tm_phoenix_variantD"   ""
         }
         "ct_models"
         {
            "ctm_gign"      ""
            "ctm_gign_variantA"   ""
            "ctm_gign_variantB"   ""
            "ctm_gign_variantC"   ""
            "ctm_gign_variantD"   ""
         }
         "hostage_models"
         {
            "models/hostage/hostage.mdl"   ""
            "models/hostage/hostage_variantA.mdl"   ""
            "models/hostage/hostage_variantB.mdl"   ""
            "models/hostage/hostage_variantC.mdl"   ""
         }
      }


...


well good luck, looking forward for a release :D
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Re: [CS:GO] de_investment (update 23/05/12)

Postby Sathor on Thu May 24, 2012 6:36 am

Thanks, acid, I had already figured that out, though, and played some rounds with bots :)
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Re: [CS:GO] de_investment

Postby Sathor on Sun May 27, 2012 3:15 pm

I have a test version of the map for everyone with CS:GO beta access to play. The map is fully compiled, but still at a very WIPish stage. The layout is basically done, thanks to the playtests with interlopers.

Feel free to test the map against bots or on a server. Any feedback is of course welcome. Please be reminded the bots may sometimes act stupid, as I did not edit the NAV mesh in order to further optimize it.

http://dl.dropbox.com/u/66424987/de_inv ... test11.rar

The Readme

To play the map against bots you will need to look for the gamemodes.txt
in the "csgo" folder.

Look for this entry:

"maps"
{
//
// Classic Maps
//

The first map here is "cs_italy".
Just paste this into it, as another map:

"de_investment_test11"
{
"nameID" "#SFUI_Map_de_investment_test11"
"name" "de_investment_test11"
"minplayers" "10"
"maxplayers" "32"
"extraspectators" "2"
"imagename" "map-italy-overall"
"t_arms" "models/weapons/t_arms_phoenix.mdl"
"ct_arms" "models/weapons/ct_arms_st6.mdl"
"t_models"
{
"tm_phoenix" ""
"tm_phoenix_variantA" ""
"tm_phoenix_variantB" ""
"tm_phoenix_variantC" ""
"tm_phoenix_variantD" ""
}
"ct_models"
{
"ctm_st6" ""
"ctm_st6_variantA" ""
"ctm_st6_variantB" ""
"ctm_st6_variantC" ""
"ctm_st6_variantD" ""
}
}


After that you can start the map from the console "map de_investment_test11"
To add bots just type "bot_quota X"
This will add X bots.

Enjoy!


You can play with a maximum of 32 players. A radar overview is not yet included, but I added a few markers to the bombspots and the layout is - again thanks to all who participated in the playtests - pretty easy to understand after two rounds.

I might host a playtest tonight (27/05/2012, 23:59 pm CET), but I am not sure yet. If the playtest can be done, just be sure to have the files. I will use that version of the map for the playtest.
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Re: [CS:GO] de_investment (playtest 27/05/2012, 23:59 CET)

Postby Sathor on Sun May 27, 2012 3:45 pm

Edit: The playtest was cancelled due to lack of interest tonight.
Last edited by Sathor on Sun May 27, 2012 10:30 pm, edited 1 time in total.
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Re: [CS:GO] de_investment (playtest 27/05/2012, 23:59 CET)

Postby Major Banter on Sun May 27, 2012 8:19 pm

I honestly don't know how well my laptop will run CS:GO on a simple map like this. I guess we'll find out tonight.
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Re: [CS:GO] de_investment

Postby Sathor on Sun Jun 03, 2012 2:25 am

You can join a playtest currently (CS:GO)

http://dl.dropbox.com/u/66424987/de_inv ... test11.rar

connect 194.97.164.224;password interloping
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Re: [CS:GO] de_investment

Postby stoopdapoop on Sun Jun 03, 2012 5:49 am

damnit, missed it.
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