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Thread: Improving de_dust

  1. Registered TeamPlayer Mr_Blonde_OPS's Avatar
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    #31

    Re: Improving de_dust

    With the new areas that Max has added I agree that the CTs will be spread out thin. And with how our T-Rushes work here at TPG I think that it will not be as hard as you think to take either site. Once you start making the CTs have to respect the new Mid and Lower B entrances, then this will leave A vulnerable.

  2. Registered TeamPlayer *Rob's Avatar
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    #32

    Re: Improving de_dust

    looks great max
    cant wait to try it out
    I broadcast gaming videos on Twitch TV and my finished videos are on YouTube! Recently I shoutcasted the Counter Strike Tournament at PAX Prime 2012!


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    #33

    Re: Improving de_dust

    Ok so I'll start with things I like:




    Nice Sniping gap right here, CT's should easily be able to get here first because of the alternate route from B now



    Nice little hidey hole here...I'm sure you can be seen here if you don't hide your gun in the box so maybe move that box over just a tad?




    I like the fact that the T's can now force the CT's to the ground level here, or at least to hide out on the top. One of the biggest problems with the old dust was that 2 people could hold that corner vs. a horde. Now, not so much. T's should be able to make the CT's much more nervous hanging out on top now. Cosmetic nit picking, I don't like the 3 Big Boxes lined up like they are but I don't know what would be better.



    This spot should be a fun take on either side...Ct's will always be there so T's getting the entry pick will be a key factor to taking this route.



    This gives the T's a chance to pick anyone trying to hang out by the spawn arches or push out from the mid platform/ct spawn. T's pushing in front of these boxes will definitely need the cover as this will be a very fast rotate.



    Boosted T's will be able to get a nice surprise pick out of this. Spammable box as well so CT's willing to waste a few bullets might net themselves a kill



    Boosted up on these crates will be a nice way to hopefully get a few picks on CT side for the new B route.

    And things I don't like or think could be improved:



    With all the emphasis on the other side of the map, I think that CT's could use a little help holding this spot now. It's going to be very tough for them to hold it from the end of the tunnel as has always been done previously, and I'm assuming that CT's and T's will get there at roughly the same time still. CT's also won't have the help from the B side of the tunnel as often now either. Maybe a Box here so you can boost up would even this out? I just imagine T's will have a field day rushing that.




    Again, I believe that a boostable box here might make this a more interesting area...possibly add one on both sides for parity.



    With the Door at the end of the hall preventing sniping down the hall by either side I think maybe a crate of bricks might be better suited here



    Are these awnings boostable? Would be fun if they were.



    Making this cubby a little deeper here would be interesting. At this point the T's have every advantage in this area, I don't think it will be easy to get to it but would be a nice little spot if they could. Then again, it could just be one too many places to reasonable check too.




    I don't like this grate. CT's can flash you but you can't flash them back. There is literally 0 cover once you get to this area so I think that allowed flashes here is a must.


    All in all it looks like it would be a wicked fun map as it is, I just worry that now it may be a little too T sided. I believe that T's will almost invariably control tunnels 90% of the time because as things are now there are too many routers for ct's to stack it as they once did. I just see a split bridge/tuns rush being too potent as things stand.

  4. Registered TeamPlayer Madmax (Grape)'s Avatar
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    #34

    Re: Improving de_dust

    Quote Originally Posted by RAWRKITTY View Post
    I like the fact that the T's can now force the CT's to the ground level here, or at least to hide out on the top. One of the biggest problems with the old dust was that 2 people could hold that corner vs. a horde. Now, not so much. T's should be able to make the CT's much more nervous hanging out on top now. Cosmetic nit picking, I don't like the 3 Big Boxes lined up like they are but I don't know what would be better.
    I agree that the 3 lined up boxes do look a little odd, I just have no idea what to put there to block the sight line.

    Quote Originally Posted by RAWRKITTY View Post
    And things I don't like or think could be improved:

    With all the emphasis on the other side of the map, I think that CT's could use a little help holding this spot now. It's going to be very tough for them to hold it from the end of the tunnel as has always been done previously, and I'm assuming that CT's and T's will get there at roughly the same time still. CT's also won't have the help from the B side of the tunnel as often now either. Maybe a Box here so you can boost up would even this out? I just imagine T's will have a field day rushing that.
    I hadn't thought about that, could be a good spot. I'll add it in and see how it feels.

    Quote Originally Posted by RAWRKITTY View Post
    Again, I believe that a boostable box here might make this a more interesting area...possibly add one on both sides for parity.
    Yeah I could see that. Although right now it is possible to get up there a couple ways, and of course it is boostable. I'll definitely keep this idea on the table. After the playtest (hopefully a dual one with adretheon's map on Wednesday) we can see if others agree.

    Quote Originally Posted by RAWRKITTY View Post
    With the Door at the end of the hall preventing sniping down the hall by either side I think maybe a crate of bricks might be better suited here
    You mean the standard short-A-on-d2 bricks right? That could be very useful. I'll try that out.

    Quote Originally Posted by RAWRKITTY View Post
    Are these awnings boostable? Would be fun if they were.
    Currently they are not. I will look into that. Oh, I did actually add two jump spots in A site. They were clipped off before and now they are not. Try and find them. ;p

    Quote Originally Posted by RAWRKITTY View Post
    Making this cubby a little deeper here would be interesting. At this point the T's have every advantage in this area, I don't think it will be easy to get to it but would be a nice little spot if they could. Then again, it could just be one too many places to reasonable check too.
    I don't know if the Cts would ever be able to get there, but it could be a nice surprise for the Ts every once in a while.

    Quote Originally Posted by RAWRKITTY View Post
    I don't like this grate. CT's can flash you but you can't flash them back. There is literally 0 cover once you get to this area so I think that allowed flashes here is a must.
    I agree. I just left that section how it is in standard dust, but that grate is annoying for Ts. Will fix.


    Quote Originally Posted by RAWRKITTY View Post
    All in all it looks like it would be a wicked fun map as it is, I just worry that now it may be a little too T sided. I believe that T's will almost invariably control tunnels 90% of the time because as things are now there are too many routers for ct's to stack it as they once did. I just see a split bridge/tuns rush being too potent as things stand.
    Possibly, however while there will be less CTs in A, they can come in from the back of site, so Ts have to worry about two places now. As for B, the Cts can no longer rely on holding them completely back in underpass (and now overpass), which means they have to play the site now. The normal CT perch will have to be treated like mid on d2 or season; send one or two to nade stack, but don't hang out long or you'll get naded/picked. I think it should be much more dynamic gameplay. But of course, only a test will really tell.

    For the playtest on Wednesday (if we have one) I will probably use the version that is currently out, unless I have extra time between now and then.

    Thanks a lot for the input, hope you make the playtest(s)!
    We can do better.

  5. Registered TeamPlayer flame's Avatar
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    #35

    Re: Improving de_dust

    If yall do a dual test, possibly create a new post with links to both maps and server info all in OP. Then people interested in play testing could reply and be PMed the PW if yall do it like that.
    Last edited by flame; 11-16-10 at 12:44 PM.
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  6. Registered TeamPlayer Adretheon's Avatar
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    #36

    Re: Improving de_dust

    I'm gunna talk to hub about one Wens, I'll make a post about it in the match server forum.
    Last edited by Adretheon; 11-16-10 at 02:22 PM.

  7. Registered TeamPlayer Adretheon's Avatar
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    #37

    Re: Improving de_dust

    Played well tonight. Just gotta move the things you were talkin bout and we'll run another test when you do. It'll look good when its done, hopefully we'll fill it up next time.

  8. Registered TeamPlayer flame's Avatar
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    #38

    Re: Improving de_dust

    I liked the idea of the spawn move and possibly a long b tunnel from DD T spawn to DD CT spawn. Other than that the changes were great. Oh forgot, the skybox especially at the boxes on overpass.
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  9. Registered TeamPlayer Toad's Avatar
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    #39

    Re: Improving de_dust

    From the playtest last night I think this one is going to be a lot of fun. CTs still have the chance to get to the site and defend it, but they're going to have to do it a lot more intelligently to get wins.

  10. Registered TeamPlayer Madmax (Grape)'s Avatar
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    #40

    Re: Improving de_dust

    Ok, I:
    1. added that pillar in the new B tunnel I mentioned
    2. fixed skybox above overpass
    3. raised player clip in B
    4. removed grating in back hall B
    5. fixed the boxes and wall in the new overpass
    6. extended the new tunnel to start in the underpass
    7. moved the majority of T spawn up top and some by the van.
    8. fixed many texture/alignment issues


    I know I forgot some things. Post here if you remember any.
    New file soon.
    We can do better.

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