Posting this for
Gabe Newell
I've created some replacement maps for all stock competitive maps in Counter Strike: Global Offensive.
I have started work on the following:
-de_dust2
-de_inferno
-de_nuke
-de_train
-de_aztec
-de_dust
Some of these maps have been worked on more than others and I will be releasing these into beta in pairs, then releasing them all at a later date
de_dust2_ce and de_inferno_ce are now in a stage where I need some input from you guys to make sure the competitive side of CS:GO has levels which everyone will enjoy playing on.
The main focal points when creating these maps have been:
- Deleting useless clutter which can result in lower FPS
- Removing negative implementations from the new maps
- Removing negative implementations from CSS which got ported over
- Implementing positive structures from CSS and 1.6 which have been lost in the new maps
- Implementing new positive structures which should aid competitive gameplay for CS:GO
Now with that said, I have had help during this so far, but would like some more. Please try out these maps in mixes/matches/gathers or just run around and give any input you think would help.
These are some screenshots of the current state of the level: http://imgur.com/a/HDfl4
The changes to each map are as followed:
de_dust2_ce_be:
- Removed such props which blocked players in important places (scaffolding inside tunnels and T spawn)
- Lightened up the map including CT spawn
- Removed "clutter" to save people FPS while not sacrificing too much detail.
- Replaced all boxes with standard smooth boxes which are spamable (the ammount they spam will change due to player request)
- B car has been removed with the blocks and replaced with a wall and double stacked boxes
- B gate has been removed and a new simple door has been placed for easier few
- B platform boxes have a single box at the front and a double stack at the back
- Dark areas have been removed to improve visibility
- Outside B now contains less clutter and the rocks have been brought back
- Same window as CSS and CSGO with an introduction of the ledge from CS1.6
- Outside B now has the double palm tree used for smokes, and removed the glitched boxes which caused players to get stuck
- Removed clutter and gates to improve visibility
- T spawn scaffolding has been removed to all players to jump over the wall earlier
- T spawn wall have been brightened for CTs to have a clearer shot up mid to T spawn
- Alley light has been removed and boxes have been replaced
- Outside long has been cleaned up from "camper spots" and a much more open environment to promote a more aggressive terrorist play
- Long doors (ct side) have been removed to allow more ares for T's to run through
- Roof has been added to the long building to stop late flashes
- Dumpster has been removed and the blocks and replaced with a box and a corner wall
- Long cars have been removed
- Long gate and barrels have been removed and replaced with a brighter wall to improve visibility
- Bombsite has new boxes featuring higher boxes
- A bombsite barrels have been removed and the gate on bombsite building has been removed
- Short now has a double stack box
- Extruding wall from the opposite side of the double stack on short has been moved out slightly for more cover
- Balcony on short has been removed
- Short wall has been raised slightly to promote more aggressive CT's
- Mid box replaced with a slightly taller box
- Palm tree introduced at mid to replace the this telephone pole
- Lower tunnel boxes have been removed and a double stack (non jump-able) have been introduced
- There are more smaller changes been added but these are the ones I remember from the top of my head.
de_inferno_ce_b1:
- Removed clutter which resulted in pointless detail and fps decrease
- Blocked of the apps -> boiler with a wall due to the annoying stairs vs stairs shot and introduced a door from bedroom into balcony room
- New pit with grass texture and building to the back to allow better sound knowing where the enemy is
- Removed truck and introduced boxes for less "clip shots"
- Removed quad porch and replaced with an extruding part of the building
- Introduced a double stack box for more cover on quad
- A and B have been swapped around (this was accidental and if players wish for it to be switch please comment)
- B Bombsite has new boxes
- B Bombsite arch has been blocked off by a wall to promote more cover on bombsite
- Arch has no changes except texture changes
- Castle/Grave yard has been blocked off due to the hard to see position and too many covering points for the CTs to check
- Dark alley has been blocked off to stop the over use of fast rotates
- CT to A truck has been removed and now has boxes on both sides to promote an easier chance for CT's to get closer to the action when retaking
- AWP SPOT from A to down banana has been simply blocked off by boxes to stop this tiny angle peak
- Fountain has been removed due to massive request and now replaced with a generic CSS/1.6 box layout
- Darkspot has been blocked off due to "too much cover"
- Generator in ruins has been removed
- Banana car has been removed and replaced with a tall and a small box
- Banana pillars have been removed and replaced with a full building to promote more space and easier to see gameplay, rather than many tiny areas to aim at
- Logs have been removed and boxes placed on the other side to promote a more aggressive attack from T's to gain the banana kill
- Mid car has been removed and replaced with boxes due to the hard to see position T's could achieve
- Removed bench and fence for more flow while moving around, less props to run into
- Removed the huge ugly generator on the side of the mid wall
- There are more smaller changes been added but these are the ones I remember from the top of my head.
The following are the current bugs which need fixing:
de_dust2_ce_b1:
- Lighting on certain prop_static models are either too bright or too dark
- Tree cliping down long isn't correct
de_inferno_ce_b1:
- Lighting on pillars are either too bright, or too dark
----------------------------
This is a question which I feel the CSS community would like to vote on as well as the rest of the CSGO/1.6 communities
I introduced (just recently removed due to problems) a box which would be positioned where generator was on A inferno (which we called boxxy)
Now most of us miss genny, but would you like for a box to be re-introduced in that position (won't be buggy like the old generator) or should we keep the open area?
Please comment on everything you would like to see in the game, if high demand I will introduce.
Screenshots: http://imgur.com/a/HDfl4
Download de_dust2_ce_b1: http://www.speedyshare.com/Hz8qV/de-dust2-ce-b1.bsp
Download de_inferno_ce_b1: http://www.speedyshare.com/UuqFd/de-inferno-ce-b1.bsp
Thank you.