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Maps of the month – Janvier
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It has been a year since the release of the CS:GO workshop, with an average of 359 new maps per month, we can easily admit that it works pretty well. Of course, there are good things and bad things, and it's not necessarily easy to find the bests of them. This new series of monthly articles is therefore to find out the most significant maps of the month and present them to you.
For each map, we will try to get some words from the creators (when it's possible), giving them the opportunity to share few words about their map, its developpement, its gameplay, their picture references... We hope that you'll appreciate their statements, please let us know in the comments !
Because of Valve's next operation coming closer, many great maps appeared in january, therefore this first month is very consistent and the article is a bit long.
Map creators : Hashtag and Jpley
Release date : January the 27th, 2014
The first map we are going to show you is the recent de_marquis, with an urban environment that will probably remind you the capital of France, since it is a beautiful reproduction of it. Even if the city is already in bad shape, terrorists persist and will try to destroy the underground station « LeMarquis – coquinoux ». The game world is very accurate in terms of architecture and urban area, so it is a feat to have successfully integrated such an open environment in a Counter-Strike map (a game on which everything is normally made of corridors and small areas).
In addition, the designers took advantage of the place to create a unique layout, where for example the underground subway station is well used to bring verticality to the gameplay.
Finally, developers have taken the opportunity to include some little jokes in the map, so naturally we (french people) love that. To sum up : an excellent map which should be successful!
Here is what the developers, Hashtag and Jpley, told us :
Workshop link : here
Map creator : Konstantin "RZL" Löffler
Release date : January the 3rd, 2014
Let's continue with the defuse map de_bagra, a level with competitive aspects in mind (mean by that it allows a smooth navigation and it is interesting to play in a classic 5v5 competitive configuration), but still really nice to visit. This is certainly its greatest strength : although it manages to bring us into a unique and credible place, it still keeps a good gameplay and readability. It uses the classic 8-shaped loop (3 main axes : 2 for the bombsites and a middle one for the rotates) that we can notice in many competitive Counter-Strike maps, but RZL succeeded to adapt it in his own way.
Bagra already took the 9th position of the best rated CS:GO maps, a proof that the mix works and delights the players. For the negative points, the map may be a bit too "classic" in its environnement, it's not the first time that we see a mediterranean place in CS:GO.
We met RZL for a statement about his map :
Workshop link : here
Map creator : Rick "Catfood" van Veen
Release date : January the 15th, 2014
Another important map of january : de_crossfire. His creator named Catfood is probably the craziest map-maker of CS:GO. He's the author of the splendid Reef (on which terrorists had to explode a market of monstrous fishes or a giant sea mine) together with Cheesefire (a rat map with improbable proportions). Once again, Catfood brings us into a very special world : a scientific complex of the government where alien corpses are inmates and studied. As usual, the production is impressive because filled with custom contents created specifically for the map (textures, models, soundscapes ...).
Because the rooms are quite dark, readability is not very easy, as well as at the beginning all the hallways may seem a bit labyrinthine. However, the game world and the artistic production make that Crossfire is definitely a success, and a new map for Catfood's portfolio!
The author of the map, Catfood, sent us this statement :
Crossfire's alien model |
Workshop link : here
Map creators : Robin "Praelium" Herzig and Nowell "Mendaxyz" Herzig
Release date : January the 12th, 2014
Let's keep going with, again, a defuse map : de_coldwater. The map has been made by 2 people : Praelium did the layout (role of the level designer) and Mendaxyz did the graphic production of the level (role of level architect and level artist). The map takes place in a traditional German village, made of stone and wood, in winter under the snow - the place could then remind you Day of Defeat.
Most of the time, fights are very brutal because they are low-range, thanks to the location of the team confrontations and the small size of the bombsites. However, many small narrow corridors everywhere make the discovery of the map a bit difficult. Finally, Coldwater is a nice map with a great vibe and a savage gameplay.
The two creators of the map had a lot to say to the community :
Workshop link : here
Map creator : Brian "LATTEH" Birnbaum
Release date : January the 24th, 2014
To finish with a slight hint we have chosen the nice ar_retrofit. « AR » stands for Arms Race, which is also known as Gungame. It's not common to see this kind of map with this much work on graphics. LATTEH has made a very well done abandoned missile silo. Like most of the map with this gamemode, the level has a symmetrical gameplay (no team is favored) but yet both sides are visually very different.
So this is a really fun and enjoyable map, we hope it will be a great success for every Arms Race servers!
Here is what LATTEH wrote for you :
When coming up with the Idea for the design of Retrofit, I read about one of Gears of war 3's maps that was in the beta and how the design failed. In the article they explain how most death-match levels are all circular in design. so I figured ‘heh’ why not make a level that is based on an architecture that is circular. Originally I started working on a level that was very similar to this in Killing floor, But I can't remember why I wanted to stop (i think i made it to small and figured it would be more fun to make something for CS:GO). But after awhile, i came back to the idea of a missile silo and started to design Retrofit for CS:GO. So when designing Retrofit, i wanted to make the level for Arms race right away (mostly because not to many people made a level for the game-mode and all the levels have to be circular and its my favorite game-mode! so it was a no brainer). In the Arms Race levels for CS:GO, the T and CT sides have the same type of styling (except for Monastery), so I wanted to make a symmetrical that was the same on both sides but looked completely different, and in the middle i wanted multiple levels of open area for gunplay. I originally wanted a bridge in the middle that could be lowered and lifted (at the players will) to the three different levels, but that didn't pan out. So I opted for a regular bridge that players could jump off of and water on the bottom that breaks the players fall. After some game-play tweaks I started going through the paces and Finished her up and made her nice and pretty. |
Thanks to LaMangousteFurieuse and Sickness for the translation.
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