69 ratings
De_rails beta
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15.857 MB
Apr 15, 2013 @ 8:36am
Jun 8, 2013 @ 8:37am
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Description
Easy 8 competitive layout map with huge bombsites and a lot of Z gameplay. This map is still in progress and any feedback will be appreciated.

Map discontinued. You can find the newest version here: http://steamcommunity.com/sharedfiles/filedetails/?id=251812530
18 Comments
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Segu 20 hours ago 
Muy buen mapa, aunque yo cerraria las dos vias por donde solo se puede bajar y no sepuede subir sin boost.
Deh0lise  [author] Jun 13, 2013 @ 8:04am 
I thought about letting T boost up (without help) when doing the map, but I didn't want to make it too complicated for CT (two have to come from the other bombspot and it takes time).

I'm not sure about that. But the point that there could be one CT mid and one above door making it complicated is true. Maybe I could add a small window on that building from mid so T can rush door flashing the room. That could make it easier for T to rush from mid, a more dynamic approach.

Thanks for feedback Kolari ;)
KOLARI Jun 12, 2013 @ 5:55pm 
About that room 2, you could make it a little bit easier for Ts to rush in from mid though. I would say that Ts have no chance getting in there if there is a CT waiting for them above the door. Not to mention that there will be a CT in mid too. You could also make it so that Ts can boost teammates to room 2, like in mirage you can boost into middle window. This would give Ts more to play with. Currently it requires atleast 2 players to boost one up there.
Deh0lise  [author] Jun 12, 2013 @ 6:55am 
2) I think the room (2) is fine, it lets you check those coming from door and access catwalk from another spot and is not harmful when planting/covering at all.

3) Vents are an experiment I may eliminate, I just wanted to test them out. The idea is to have a route to switch faster as a T if middle is too hard (you can access from two spots); go down mid if upper entrance is hard; and let the CT covering lower mid take a different approach (cover from up and go down vents, or acces bombsite not through door but Ts back).
Deh0lise  [author] Jun 12, 2013 @ 6:55am 
Thanks for your feedback kolari.

1) The bombspots are meant not to have much close cover (v.g boxes) and be big, just like other maps like aztec or cbble. It's not meant to be as easy as it is to plant on dust2@b. It requires more teamplay or intelligence (smokes, think where your enemy is and if you have time etc).

The trains bombsite is very open but CT do have to approach a lot to see you in the bombsite, so once in its easy to plant close to the train.

The other bombsite has less cover to give an advantage to CT support, who can take you easily when planting if you haven't throw a smoke up stairs/bomspot. You can cover from those coming from mid though.
KOLARI Jun 11, 2013 @ 3:42pm 
I haven't actually had a chance to play this 5on5, but if you are aiming for competitive gameplay on this map, I have some feedback for you.

1) I feel like the bombsites are way too open, there is no cover to plant the bomb safely enough making the map a bit too easy for CTs. You might want to add more cover to bombsites (bomb planting areas) or relocate them.

2) You should remove that room (room marked with 2 in screenshot) at bombsite A and only give CTs access to the balcony. It seems like CTs have already good amount of places to hold bombsite A without that room.

3) Those vents in mid and B seem like they don't have real meaningful purpose so I would just remove them completely in order to keep things simple.

Those are the changes I would make but as I said I haven't gotten a chance to play this 5on5 so I could be wrong too.
Heipau May 7, 2013 @ 7:02am 
Nice Map! ILike it. 've Added to my Collection.
http://steamcommunity.com/sharedfiles/filedetails/?id=142796864
Deh0lise  [author] Apr 24, 2013 @ 11:29am 
I've just released an update (not reflected on radar yet). As many Ts felt too exposed on B I changed the train model so bombsite feels safer (also fixed crates nearby). There is a wood plank on a train's wheels that prevents CTs seeing Ts under rails, but let Ts see CTs approaching.

Mid has suffered a modification too: light model on CT balcony is now solid, so CTs can drop without takingany damage (they can use the window too). Also I've modified it so it is more T friendly. As Ts approach doors they'll have more cover (machine has been raised, there are two crates near door and the path has an inclination -being door the lowest level).

I've also fixed middle door (it can be opened and closed), and now it is easier to drop from the window to the door .
tom71ng2 Apr 23, 2013 @ 3:53am 
@Deh0lise I appreciate it. A good map without names is like a soldier without a gun :-) OK, maybe not without a gun but without boots :-). And even if the names do not match exactly the areas they are attached to, you can think of it as kind of secret code :-)
Deh0lise  [author] Apr 22, 2013 @ 2:41am 
@tom71ng2 I'll think about it. As it shares many similarities with de_train it may be possible to find a name to fit the areas.

Anyway, I want to gather more feedback first as I may modify some parts of the map and with them the *.nav would change. Once I feel it is complete I'll look into it.