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cs_forra (Alpha Version Update)

A Work In Progress for Counter-Strike 1.6

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Progress Report

In Development - 35% finished

Updates

Alpha Update 20d
  • Amendment Alpha Update
MAJOR UPDATES:

- Made bridge longer. Gameplay is less chaotic, but still action-packed.
- Changed location of ladder up to second-floor house. Less glitchy now.
- Extended second-floor house layout, and changed hostage position. Harder for CTs to rescue hostages, and more camping spots for Ts.
- Made the ramps of the cat-walk under the bridge less steep. Smoother gameplay, and hostages don't get stuck anymore.

Minor Updates:

- Changed position of window shutter for lower window (the one facing the bridge) of CT side two-floor house. CTs can defend against a T rush better.
- Added some cover between CT spawn and bridge. Again, CTs can defend against a T rush better.
- Added extra cover at the center of the cat-walk under the bridge. Promotes CQB under the bridge.
- Placed BEVEL texture on some key brushes for smoother ramp movement (cat-walk ramps & ramps going into the middle box-car train)
- Added CLIP texture around the ramps and struts of the bridge. Players can't get stuck.
- Added CLIP texture ontop of all roofs. Players cannot access the roof now.

Fight for control of the bridge

"Forra" - Hostage Rescue (Alpha Version Update)

Let the screenshots speak for themselves :)

What does alpha version mean? The map is still at a basic form. The shape and layout is pretty much complete, but there is little texturing, or detailing.

The aim of the alpha version is to test the GAMEPLAY of the map. Balanced? Fun? Challenging?

Actually the map is CT sided... CT really kick the T's ass. One thing that would help me a lot, is suggestions on how to make the map more balanced...

Map tactics: Fight for control of the bridge. This is a fast-paced map. The bridge can be lost within a few seconds. Every kill and death is important. Whichever team loses the bridge, most likely will lose the game.

Please let me know all comments you have :)

PS. Check the reference images. That will be the final architecture of the buildings in the map.

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  • hellmonja avatar
    hellmonja username pic Joined 5y ago
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    access_time 13d edit 13d
    Okay I've tested the new alpha a couple of times. I love what you did with the hostage room upstairs, especially the addition of the backroom with the drop down hole, makes easy escape if you're going through underneath the bridge with hostages.

    I still think it's easy for CT's to approach it on the other side though, but I do have a suggestion. Feel free to decide what to do with it.

    Turn this are into a doorway. It'll give the T's a camping spot on the other side of the room so CT's will be forced to look both ways or use grenades. Of course the wall has to be moved one square back to avoid the window. I've checked and there's still some space to move the hostages. I think it would be better not to align the two doorways. I also like how this room is visible from the window across it. I think control of this room will be determined by who takes control of other the building.


    I can go over and back of the vans on CT spawn.


    It makes for an OP camp spot for Terrorists, especially with this seam thru the vans:


    I've checked and yes, bullets can pass through them:



    I like the addition of this pillar here. I often dance around it and could kill like 4 enemies alone in this area. Of course, I'm playing on Easy so no big deal.


    Also happy to report hostages can traverse the inclines with no problems. I did quite a few tests taking all 4 hostages with me.

    Speaking of inclines,  I also checked this one and no problems here as well:



    That's all for now. Hope to see it finished soon. I really like the flow of gameplay here...

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    access_time 21d edit 21d
    I understand why you say that the map is CT sided so i have some ideas for the balance:

    You can open this windowthat can give a small advantage to the T's.

    Also you can build a (ANOTHER) room in here, like thisand take a hostage from here (for example) to put it in the new room. The door can lead tho a small porche where T players can camp, there is a good view of the CT side.

    This can help to make a bit harder for the CT's to take all the hostages.

    A third floor in a building from the T side can make the round a bit longer and also add some difficulty for the CT's if you put a hostage on the last floor of it...

    Also i have noticed that bots get stuck a lot in many places.
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    access_time 21d
    I think I know now why in 5 vs 5 it's T sided and anything above that it becomes CT sided. Simply put, CT's swarm and T's stand guard. It's easy fending off 5 CT's trying to get your hostages but 7 of them, it suddenly becomes too many. Now this might be because of standard bot behavior with an auto-generated nav. In an all-human game or with a custom nav mesh this might change.

    The only thing I could suggest to prevent the map from becoming too CT sided on occasions is changing the layout of the hostage room on the upper floors. Take the hostage room downstairs with the train cars:

    This is a good hostage room because there are camp spots that forces the CT's to look both ways. One on that hidden corner beside the hostage and the others on each side of the car.

    This way, CT's may swarm in but will have a hard time entering hostage rooms. Now the one upstairs, I forgot to capture an image of it, but it was too easy to enter that room with all the possible camp sites all right in front of you.

    Another problem I had with the upstairs hostage room is when trying to shoot an enemy from that window it's easy to hit and kill a hostage. I've done it twice by accident trying to snipe a Terrorist. I think hostages shouldn't be caught in long range crossfire.


    Still though, given the map's current state, I still believe it's T sided because of--


    ROOF ACCESS! And it's not even hard to do! All you have to do is climb up the ladder, jump-crouch on top of the open widow, then another jump-crouch onto the roof.


    Not only that, that arch on the end wall provides a convenient bridge to the roof across.


    TADA!


    Look at the angles this roof access has! I've sniped down CT's on the bridge, going under the bridge, inside buildings, thru windows, even CT's trying to get back to the rescue zone. And they don't even have one of their own!


    I'll be sorry if that roof access gets taken away. But for the sake of balance it has to be removed.

    Some other observation I've had: Playing as CT sniper is useless in this map. As rescuers you really have to go in and raid the other side of the bridge. I really tried playing as a CT sniper but even as support fire I was completely useless since the T's are almost always inside the buildings guarding hostages. I believe it's just the nature of the map but if you want to fix that (which I think is unnecessary), then providing the CT's a good elevated sniping spot might do.

    What else? Ah! YellowJello was right about the hostages having trouble over that incline underneath the bridge. So I always get 2 hostages at a time and one of them always gets stuck there and you have to talk to it again to get it to follow.

    So far that's all. Haven't tried more than 7 vs 7 or Deathmatch. I'll come by again when I notice anything else...

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    access_time 22d edit 22d
    1. I found two small glitches (Look at image 1 and 2). You probably know about them,  but i tell you just in case you did not.
    2. Look at image 3 in the right, at the end of the hall. It would be better, in my opinion, if you create a door that leads to a room where you can put the hostages. The empty space of the building you got there is perfect for a small room.




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    access_time 22d edit 22d
    Okay, so first I ran around the map solo to get a good feel. Layout is solid with no true dead ends. Every where leads some where and every place feels necessary. Then I played a couple of rounds. First in assault mode (AK/M4) and checked both high and low paths. Then sniper mode (AWP) also checking both paths.

    My initial reaction is the map is too small. I feel like the bridge could be longer. But that might just be me. Even with 5 vs 5 the action is really fast so if that's what you're going for then the map's size is just right.

    Top side of the bridge is a death trap with some key sniper angles looking over it. There's even a small pixel walk atop the ladder on the side of a building where you can see the whole bridge from above. The best I could do on top is hold off enemies but crossing is isn't advisable.

    Underneath is another matter. This is where even the SMGs and shotguns can survive. The raised center of the platform deters long range engagements, though a really good sniper with fast reflexes can still hold this area down.

    Like I said, the layout is solid. Overlooking windows for snipers, under-the-bridge paths for CQB's, and the top of the bridge for general medium-long range battles. The numerous pathways are done really well. I've been flanked numerous times trying to hold an area or guarding hostages. That's something you want in a map. Still I feel this map is T sided as most hostage maps. A good coordinated team where each member can guard two key areas can be unstoppable. But I wouldn't know for sure just playing with bots.

    I haven't checked the paths for hostages. I actually don't prefer cs_ maps and I played more on T rather than CT. Tomorrow I'll play on the CT side more and try to do rescues. I'll see if I can give you more stuff and perhaps upload some pictures...
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    access_time 23d edit 23d
    I like the layout, though I see what you mean when you say it's CT-sided. I was just playing around with it and found a bit of an issue getting the hostages over the incline under the bridge. They seem to slide right off of it when they try to climb up.



    Still though, I like this. I'll keep playing around with it and see if I spot anything else.
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  • access_time 24d
    Please, make a map for 32 players.
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    access_time 25d
    cantelever 1.5 ?
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  • It looks like cs_cantelever (yes ik that it's your map). If you're doing the same map but more optimized then it's great.
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