Insurgency

Insurgency

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treval_v002
   
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Maps (co-op): Checkpoint
File Size
Posted
Updated
58.443 MB
20 Aug, 2018 @ 2:28pm
28 Aug, 2018 @ 7:02pm
19 Change Notes ( view )

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treval_v002

Description
Non-alpha first release
to load open console ~ and type in: map treval_v002
Still a WiP but enough to be playable. Please leave feedback.

8/27/18
Things-to-do:
*Keep improving bot flow*
*Clean Mesh Lines*

Update: Aug 28 @ 5:44pm
- Changed how bots spawn, hopefully this fixes alot of current issues with bot spawns
- Changed point A and B and are now within buildings.
- Added a drop-in from C to F
12 Comments
Fwsh  [author] 24 May, 2019 @ 4:46am 
@ [SOC]ozzy
I lost the backups. So i will eventually get back to it. Just working on Cs_Rats_Kitchen.
If you want to disect it and fix it/edit/re-upload this map yourself feel free just be sure to keep the name treval somewhere in it. - Hope this helps.
ozzy 23 May, 2019 @ 10:11pm 
Is this still being updated?
Fwsh  [author] 28 Aug, 2018 @ 2:51pm 
@Bacelar
- there's a room not used across the street why not connect to the subway and give players a reason to cross the street
That was my original idea when i started building buildings.Ive been thinking of adding a elevator or two and currently the bottom half is going through a phase of testing and expansion for flow. There will be another way down, however bots cant use elevators and need a fall-through or a full ramp.

- I agree with mamba, rooftop access with some sandbags or cover will be a plus.
There is currently 5 working ladders on the map. 4 with cover and 1 without. I did look into how to get bots to use ladders however i have not added or tested it yet. The info came from a CS:GO modder.

- also making a two way lane, so they need to look both sides, but that's just me.
This is planned just not currently important.

Thanks for feedback

BCL4R 27 Aug, 2018 @ 9:14pm 
I played a little bit today, i noticed some things if i may point it out.
Spawn is too close to alpha, and alpha is way too big and open to defend. At the start sometimes i spawned too close to alpha, and other times across the map. The ramps inside the main buildings are too dark, there's a whole building not touching the ground, i've seen once i think is a book store, light was comming from under the wall in the ramp area.
I agree with mamba, rooftop access with some sandbags or cover will be a plus.
If i may sugest, guard rails on the side of the streets where bots can go the wrong way, bot safety first, there's a room not used across the street why not connect to the subway and give players a reason to cross the street :) also making a two way lane, so they need to look both sides, but that's just me.
Thank you for your work, i'm looking forward to this map.
Fwsh  [author] 24 Aug, 2018 @ 1:23pm 
There is a way to im pretty sure. Will look into it. - Thanks, Kenny
Mamba 24 Aug, 2018 @ 11:31am 
Ok...we'll check it out. Can the bots negotiate the ladders?...that would be good from a "gotta watch yer six" perspective.
Fwsh  [author] 23 Aug, 2018 @ 3:22pm 
Just added ladders to the back of 4 buildings behind point A and B. For now need to add more props to buildings and interiors to fill out the feel of the environment.
Mamba 23 Aug, 2018 @ 3:02pm 
No problemo...it's your map, do what you want. I figured you were experimenting.
I'm just reporting as I see it from a tactical/playability viewpoint. Open up more lanes but provide enough cover areas and vantage points to keep it intense yet survivable via smoke, movement, etc..
Fwsh  [author] 23 Aug, 2018 @ 2:52pm 
@Mamba

It was unused open space before so i decided to try to figure out how to add moving tracked vehicles such as the vans and buses. My mapping style never concludes realism as much as fun and creativity. This map is a ongoing WiP. Eventually i want to expand the map alter but for now its size is enough to finish. The train would take you from one part of the map to another sealed off from current map and would be controlled by a button on the train to move and go to other areas. The cars because i love that they move and kill but for now is more for looks then worth.

Rooftop Access Sounds like a good idea i had not gotten around too yet. And will be added. Great idea. The bottom half is being slowly extended out starting at the center on point F (Last point with train) its just a WiP.
Mamba 23 Aug, 2018 @ 2:14pm 
re: Added road with moving cars around points a, b, c
What purpose does this serve?
I'd rather see rooftop access added to the multiple building structures. There could be a lot of over-watch opportunity there, and more attack paths for the bots via outside stairs. This map reminds me a bit of Shellshock (which we play often), yet it has an added sub-level, which is a nice touch, but it does present fewer open fire lanes.