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- A Mod for Counter-Strike: Global Offensive
VERSION 3 OUT - See changes below -
Detailed map review by the CEVO PRO's!
[PART 1](http://www.twitch.tv/playcevo/b/538321768?t=01h25m23s "") - First look
[PART 2 ](http://www.twitch.tv/playcevo/b/538321768?t=02h54m10s "")- Second look and test match
If you like the map, **remember to like and subscribe** at the workshop!
Map details etc
de_haven (not to be mixed with de_heaven)
Designed for competitive and public gaming.
Development stuff and update notes
- balancing (removing unfair spots and tactics)
- improved minimap, when the overall shape of the map is locked
- and generally any bug fixes
Change notes for VERSION 2:
- improved movement in the map by making some paths wider
* stairs front of statue now much wider
* coffee shop door wider
* rock/edge elevation path to top of wall clipped wider and added blanks
- improved readability by changing wall textures. This will improve emeny visibility!
* mostly in both bomb sites
- added missing cubemaps
- fixed misaligned textures
- and all other things WILL2K pointed out.
Change notes for VERSION 3:
- improved lighting
- added wooden floor at balcony to distinguish if the enemy is on the balcony or not
- added sand bags at balcony to block view to B plant and to give some cover for CT's
- added new AC unit on top of "the wall" to add better protection for terrorists
- loads of other small fixes / changes
Attending to GameBanana/CEVO mapping competition 2014
Well I don't think it's bad looking, but it could use more detailing, custom models and textures. Also there could be more atheistic/architecture borrowed from real world, since now I basically just did it by using what I've seen in other maps and by imagination. And I'm comparing to the official maps. There's a lot of space for visual and atmosphere improvements. Creating custom models and textures is something I'm not good at. I might team up with some one at some point when I have the time to do so.
P.S. If some one is skilled with modelling or texturing and interested in the map, I'm willing to hear from you!
> **Posted by Chefi-**
> I'm literally...
I don't think there is anything bad about your visuals per se, but it could use a nice 3d sky so the ravine doesn't just end with 2d skybox... Not sure if that wouldn't affect fps too much though, and it's just a detail...
I'm literally blown away how much stuff he was able to find that I've put so much time in to. All the elevations, peeks, visiblity blocks, boosts etc. And on top of that, he found a bunch of more cool stuff! I'm deffiently going to fix any stuff in cooperation with the pro's.
My worst fear was that the details that are not always visible right away would go unnoticed. I'm also aware that the visuals are not right there with CSGO standards, but that is something that can be changed in the future, if the map comes out successful in gameplay level.
I was watching all the stream videos, but not live and right now I'm kinda speechless that most of the stream 3 was about my map? Like srsly? :D It was like Christmas as a little boy for me (and for c0tton buhahah).
I've added the c0tton's review video links to the map description.
Thanks for the detailed comment! Really useful to get feedback from professional who has really tested the map well and went it carefully through. :)
I will probably try to fix most of the things you mentioned asap. Maby even today!
About the cubemaps, you might be right that I forgot to compile them for the last build I made!
The narrow stairs just after the T spawn.. You are so correct about them. I was being lazy, that's all. I planned to replace the whole wall with full width stairs. This will even more improve rotation times and make moving around more fluid.
It is also nice to hear these little things that I have used a lot time, for example clipping. Usually for normal players they are not noticed when properly done. Only if clippings are missing, there will be bad comments and loads of noise how the "map killed the player". :)
About the "organic" bit. I like how you described it, because it is so true! I didn't have any plans for the overall visuals of the map, where it is located and what kind of buildings there will be. Only thing I had almost completly ready in paper was the layout and the routes. Those as well got changed littlebit on the long run, but the core layout didn't change.
I did the map quite fast, (or in small timespan) and lost motivation at the end, but now that I got this feedback, I feel like I need to push a bit more to get it properly done.
So thank you again! :)
Let me start by saying that I was glad that I tested this map; the main screenshot is what got me to download it without any expectations. It turned out that the map was pleasant on the visual side with a fun and well thought gameplay to complete the aesthetics. Well done.
To put it in one word, your overall design is “organic” and fluid. Everything in the map seems to be well rounded and smooth, easy on the eye. You have a very good eye for coherent design and you used a combination of brushwork/displacement/props to create various shapes that further embellish the visuals.
The displacements stairs were quite a nice touch that strays away from traditional edgy stairs.
The soundscapes vary nicely between indoors and outdoors for the extra immersion.
Since I was drawn by the main screenshot, I really liked the vista you created in T spawn, whether it be the steep displacement ravine or the winding mountain road. Postcard material, good job :).
I must mention how well you clipped the map for a stuck-free, smooth movement for players. It’s good to see you took the time to clip all those corners, edges and pointy props.
You obviously spent a good deal of time on balancing gameplay as paths/openings/height variations are there for a reason. Routes are well defined and cover spots are well thought. It was fun playing the map and timings and rotations were fast: CT-A 9s, CT-B 5s, T-A 17s, T-B 20s, A-B 14s. It’s also a good idea to test the map with human players on a full server to make sure any potential gameplay issues could be ironed before the contest end.
I quite liked the map and I’ll try my best to gather my findings for you so you can have a base to work on to further polish this map before the contest deadline or even for after the contest.
The gates texture you chose is not the best fit; I think this is a wall panel texture with cables that you cleverly up-scaled to work as a metal door. I believe you need to switch to an actual door texture to better suit the map; it could be wood or metal, both should work but keep the tint light (no dark texture).
You have misaligned textures mainly around curved brushes and displacements rocks. Use ALT+right click to make sure textures tile neatly at angular brushwork.
Your shiny surfaces are reflecting Vertigo default sky; make sure your cubemaps are properly built (or added if you did not do so in the first place).
It’s better to disable shadows on the yellow ladder prop in (A) bridge; it is casting an ugly shadow patch on the wall/corner underneath.
When you jump on the AC unit on the bridge top (over big double doors), you can see the bottom of the 3D skybox props floating mid-air. It’s better to lower these mountains so immersion and realism are unbroken.
For a smoother gameplay, 2 openings should be wider: the stairs at T spawn leading to B and the arched door near the jukebox. They currently allow one player to pass at a time and in competitive mode with player collision on, this will cause stacking, stopped rushes and frustration. You need to widen these passages as they are both critical main paths.
You nicely func_detailed your map but you left 2 spots with detail brushwork left as regular world brushes: wood beam on the wall near B decal (near the cross) and 2 horizontal brushes inside the truck flatbed in A. better switch those to func_detail to avoid cluttering your PVS and lowering fps.
The bridge bottom in T spawn is never seen in-game and is better nodrawed to further improve fps.
The map can use some more areaportals mainly in house overlooking B (with balcony) and in double doors area in ramp leading to A.
As a last suggestion to further improve players’ readability against background, I would suggest to replace the dark brick textures on walls (like in B) with lighter ones so players don’t blend with background textures. It would be also good to add more lights in sniper spots (like in the arched window overlooking mid) so players can spot a lurking player there on the fly. A playtest on a server can further validate these points.
A very nice map that I enjoyed testing; keep up the good and solid work.
Good luck for the contest.
- Dat Detail!
- Fair general design
- Ct seem to close to bombsite
- The second bombsite seems to be used more than the one close to the Cts
- Move the Cts to the left a bit.
- Maybe move the Ts a bit to the right for easier access to both bombsites. (maybe)
- Keep up the good work!
> **Posted by SteelKat**
> - The map looks incredible hands down.
> - I somewhat dislike that the bombspot is so close to the Counter-Terrorists. Although for some reason I find that also kind of good, so I can't really decide if that's something good or bad that I have to say it's bad.
> - Add more distance between the Counter-Terrorist and the bombsites.
> - In overall this map has great potential. I like it alot already. :)
Thanks for the reply!
Generally many cs maps has one site near CT spawn, so I don't find that a problem. The choke points where CT's wants to hold positions are necessary tho.
If you stay in the bomb site, you might lose important areas of the map.
The A bomb site however is site where CT's have to hurry to get in to positions. Even then they might get badly flashed if they are not prepared.
I think a good rush to A site can be quite efficient if CT's are not prepared.
- The map looks incredible hands down.
- I somewhat dislike that the bombspot is so close to the Counter-Terrorists. Although for some reason I find that also kind of good, so I can't really decide if that's something good or bad that I have to say it's bad.
- Add more distance between the Counter-Terrorist and the bombsites.
- In overall this map has great potential. I like it alot already. :)