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Главная » Файлы » Counter-Strike: Global Offensive » Карты

de_nuke_ve [Добавить в закладки]
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New competitive version of nuke for CS:GO has been released.

Shout out to Valve for their support in creating this map. Any league or tournament can feature this map in competition. With the community's support there is a chance that one day it can become the standard for de_nuke in CS:GO.

This map was featured on the official Counter-Strike website here with the announcement of the Map Workshop.

Check out this awesome article highlighting some of the changes I made on this map over at ESEA News.

Why Volcano created the map

In Counter-Strike: Global Offensive, de_nuke received several changes from its previous iterations that altered the map for the worse. The removal of the outside backhall limits the attacking options of the T's as well as limits the rotating options for CT's. In addition, CT's have even less incentive than ever to focus their attention on outside as the option for T's to sneak through the backhall and wreak havoc is completely eliminated.

Nuke was one of my least favorite tournament maps in both 1.6 and CS:S to compete on due to the limited options available to the T side. One of the main goals in creating de_nuke_ve was to make the range of effective strategies more diverse than has ever been possible on any version of de_nuke. Also attempted to remove props that didn't positively contribute to gameplay while also maintaining the high aesthetic quality of the original map.

Additional design commentary on de_nuke_ve.

Video Highlighting Major Changes




Changelog

New Features
Added a new hallway outside that connects to the lower "B” bombsite
Added backside vent entrance in the "B” bombsite
Added a "barrel room” to the lower bombsite without access to the backhall

Bug Fixes
Fixed glitch while going up roof vent that allowed players to see through the blue bars
Fixed glitch on yellow where player would get stuck while walking forward on the grey piping
Fixed glitch on yellow where a player could get stuck in between the grey piping
Fixed glitch that allowed a player to stand on an invisible platform next to the outside window room
Fixed glitch that allowed players to be boosted above the entrance to the old outside hallway
Fixed glitch that allowed players to get on top of the CT warehouse outside
Player can now properly jump on the two extruding vents outside of locker window room
Added platform underneath the three boilers in T lobby to eliminate the ability of CT’s to look underneath
Changed the windows in locker room to be translucent rather than reflective
Changed the windows in the lower window room to be translucent rather than reflective
Increased height of locker room windows to allow player to jump through
Increased size of the hut window to allow players to jump through
Increased size of the windows in the lower bomb-site to allow players to jump through more easily
Increased height of bombsite vents to allow players to run through them
Increased height of vents on T roof to allow players to run through it
Player models no longer clip through the ceiling of vents
Added missing light sources underneath the grates in "B” bombsite
Modified Features

A bombsite
Reduced the amount of props in the bombsite
Moved the biohazard tanks slightly closer to the back wall in the bombsite to allow CT’s to rotate up tower with additional cover and T’s to rush out of the hut with additional cover
Moved pallets in the "A” bombsite to the corner underneath the tower allowing a player to drop down from the rafters and also being less obtrusive to navigation in the bombsite
Squeaky door will now close after 4 seconds instead of remaining open indefinitely
Moved box from where the CS:S forklift was further to the right as an area for additional cover for T’s attacking upper bombsite

B bombsite
Reduced the amount of props in the bombsite
Added a base to elevate the biohazard tank in lower bombsite that prevents an abusive peek players can perform while on the railing by the vents
Made the lower bombsite and backhalls brighter

Other
Moved tall box in ramp room further away from the railing making it easier to run along the railing
Moved the cluster of boxes above ramp room to allow CT’s to peek into radio room while on the boxes. The movement of these boxes also creates a slightly narrower corridor to allow the ramp room to be a more defensible position
Increased the opening from radio room into the pre-ramp room
Eliminated numerous small cracks between boxes that created an unfair advantage for the player peeking through
Widened the gap between the group of boxes at the T entrance to the outside yard and the yellow rock
Replaced a small set of boxes with a big box on T side of outside. This box blocks CT’s from easily looking through a gap towards T spawn

Eliminated Elements
Removed all barrels from "A” bombsite
Removed forklift from "A” bombsite
Removed an obtrusive light fixture inside of the squeaky door room
Removed hand truck from squeaky door room
Removed sandbags from T lobby
Removed control room phones from lower "B” bombsite window room
Removed barrels from "B” bombsite
Removed equipment props between the radio & ramp rooms
Removed yellow pylons from T-spawn
Removed pushcart with boxes from "B” bombsite
Removed "breakable box” from outside
Removed small box adjacent to T red outside
Removed orange cone adjacent to T red
Removed a bench from locker window room
Removed fire extinguishers and the player clippings associated with them

Скриншоты
Highslide JS Highslide JS Highslide JS

Категория: Карты | Просмотров: 692 | Загрузок: 107 | Добавил: OzZu | Дата: 15.01.2013 | Рейтинг: 0.0/0

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