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QuickS
01-22-2011, 01:41 PM
Hey guys, my name is QuickS and I have a new map in the works. This is my first real de map (I've made a few aim maps before but nothing special). Basically, my favorite map of all time is de_nuke (the CSS version) and I thought about how I could make the map even better. In my opinion de_nuke is very CT sided. Getting into ramp room or upper is very CT sided, more so than getting into A or B on maps such as de_dust2 or even strike.

I figured out that the main problem is that ramp room is very easy for CT's to hold since there's only one entrance into ramp room and upper is easy to hold because both squeaky and hut are both choke points and are relatively easy to hold. Now I understand that its the T's job to make sure that they throw good smokes/flashes but my biggest issue was that even with good flashes/smokes there's a lack of strategic possibly on de_nuke versus a map like strike or tuscan where multiple pronged attacks/fakes are possible. Most strats on de_nuke are very straightforward and its hard to fake or play mind games as a terrorist.

I decided to had a tunnel/halls that opens up from T side and leads into whats known as ramp room on de_nuke. Basically this makes ramp room/B harder to hold so that its more balanced and it'll be much harder for just one ct to hold it which is how most high level teams play ramp room now. Adding a halls/tunnels will allow more strategic possibility from both CT's and T's, multi pronged attacks are now a possiblity, and more strats/fakes are now possible so that its less one sided.

I made the layout from scratch in case someone asks if I copied the layout from the CSS version of de_nuke. As for the layout, right now I'm leaning with making the map a prison yard pretty much. A high level security prison with a guard tower replacing "yellow". I'll continue to update this thread as I make progress. Any criticism or advice is appreciated.


Layout: 90%
Blocking: 80%
Textures: 15%
Detailing: 10%


T Spawn
http://img64.imageshack.us/img64/8233/tspawn.th.jpg (http://img64.imageshack.us/i/tspawn.jpg/)


Outside
http://img833.imageshack.us/img833/9563/outsiden.th.jpg (http://img833.imageshack.us/i/outsiden.jpg/)


Outside of B
http://img5.imageshack.us/img5/748/leadingintob.th.jpg (http://img5.imageshack.us/i/leadingintob.jpg/)


Tunnels
http://img820.imageshack.us/img820/4210/tunnels.th.jpg (http://img820.imageshack.us/i/tunnels.jpg/)

[EA]
01-22-2011, 02:57 PM
Ahhhhh, interesting concept you have here. I'm wondering if you are able to jump to the "guard tower" like you would on yellow. Possibly make it harder?

QuickS
01-22-2011, 03:44 PM
Yes, I'm making it a little bit harder than on the CSS version of de_nuke. You'll be able to hide behind the guard tower by standing behind the railing too.

hxcguitarist
01-22-2011, 05:18 PM
Do you have a full layout done already? Could you post an overview shot?

downbad
01-22-2011, 08:49 PM
nvm

fingerling123
01-23-2011, 06:36 PM
Pretty textures :)

QuickS
02-04-2011, 12:49 PM
Here's an overview of the map. I still want to make a few small changes mainly to t Spawn, the walls bordering outside, and ct spawn, but thats about it. I hope to have a beta of the map released by the end of the month.

(http://img143.imageshack.us/i/overviewl.jpg/)

majkool
02-04-2011, 12:52 PM
Can You fix thumbnail because it's to small to see it.

-- EDIT --

In first post to.