I'd just like to get a better idea to see how many people would want a v2 of the map, Westfield.
If the numbers are high, I'll consider finding time for this project in my schedule.

Hey, that's pretty good :kreygasm:

Excited to see how this goes!

If you do attempt to create a v2, I have three big key concepts to heavily recommend you improve upon the map. At first, I was questionable regarding this thread, but now I have realized there are several . Even with the Wildfire upgrades to map capacity, I still don't think a V2 would live up to the source engine one even today. Your claim on source two would only benefit the map is entirely correct, but it coming to CS:GO was so ridiculous it became a meme.

1. I don't know if this is a problem with the engine, probably is, but you need to fix the func_rotating spamming "Bad SetLocalAngles". This floods the server console and makes it impossible to read the logs.

The upcoming hotfix will remove any func_rotating as the same behavior is displayed on Jamal's City45. Same with the secret bank teleporters, they're also being removed on map start. That started at least five controversies that ate up way too much of our time. No more of that, please.

2. Another problem people face with this map is that the creepy sound emitted in the sewers plays to clients who are not in the sewers. I understand it's supposed to only be heard in the sewers, but random "I'm behind you" sounds above ground should be the first thing you attempt to fix.

3. Mewn's concern, the map is too open. Don't get me wrong - open maps are awesome, everyone loves Mittelfans. It would've destroyed Westfield in the vote, which is one of the many reasons why I didn't include it. You shouldn't "kill" the open-ended concept, but instead, add some variation to the map. Everyone stays on the "upper portion" of the map (see the radar). Lots of the map is narrow, keep those parts like that. But Mewn wanted you to add a forest-like region or a canal or something to give it a little more flavor.

As for the other very deep concerns I have about the map, I believe we should have a three-way talk you, Mewn, and I. It will be the healthiest option in my opinion concerning the map, expectations will arise so we must prepare ourselves well.

CoalWorker wrote

Hey, that's pretty good :kreygasm:

Excited to see how this goes!

What a deep and thorough reply how to improve XanX's map that took eight months to create.

I'm in a removing post mood. No more of this please.

I would be ok with it only if the housing issues are addressed, if its given more of a city close-quarters feel it would be interesting as it would add a sense of danger to the map. Plus more people could own a home..
Also. I feel as if the 5mil homes arent necessary as they get broken into easily, you could replace those with buildings or shops

myback wrote

If you do attempt to create a v2, I have three big key concepts to heavily recommend you improve upon the map. At first, I was questionable regarding this thread, but now I have realized there are several . Even with the Wildfire upgrades to map capacity, I still don't think a V2 would live up to the source engine one even today. Your claim on source two would only benefit the map is entirely correct, but it coming to CS:GO was so ridiculous it became a meme.

1. I don't know if this is a problem with the engine, probably is, but you need to fix the func_rotating spamming "Bad SetLocalAngles". This floods the server console and makes it impossible to read the logs.

The upcoming hotfix will remove any func_rotating as the same behavior is displayed on Jamal's City45. Same with the secret bank teleporters, they're also being removed on map start. That started at least five controversies that ate up way too much of our time. No more of that, please.

2. Another problem people face with this map is that the creepy sound emitted in the sewers plays to clients who are not in the sewers. I understand it's supposed to only be heard in the sewers, but random "I'm behind you" sounds above ground should be the first thing you attempt to fix.

3. Mewn's concern, the map is too open. Don't get me wrong - open maps are awesome, everyone loves Mittelfans. It would've destroyed Westfield in the vote, which is one of the many reasons why I didn't include it. You shouldn't "kill" the open-ended concept, but instead, add some variation to the map. Everyone stays on the "upper portion" of the map (see the radar). Lots of the map is narrow, keep those parts like that. But Mewn wanted you to add a forest-like region or a canal or something to give it a little more flavor.

As for the other very deep concerns I have about the map, I believe we should have a three-way talk you, Mewn, and I. It will be the healthiest option in my opinion concerning the map, expectations will arise so we must prepare ourselves well.

Source 2 will indeed be a better choice for my level however we cannot be sure that CS:GO will ever get ported to it. At this point in time we don't even know when it's coming out for games other than Dota 2.

With the upgrades to the CS:GO engine during the Wildfire operation update, I believe that this will greatly improve my chances of making my level better. CS:GO maps are slowly turning into model based maps, which can be seen with the newer renditions of Train, Nuke and now Inferno. This let's me know that the Source engine version for CS:GO at least, is moving away from the primitive method of BSP blocks. With newer game engines such as UE4, this can be seen on a much larger scale, none of the games that are to the Triple A standard come with any BSP in the levels, this is because models are easier to optimise by the use of LOD's (Level of detail) as well as being more versatile in terms of the possibilities in the detail department. In UE4, BSP is only used to roughly block out the level to see how it may play out, these are later deleted as the models are created.

1) I will take a look into this problem as soon as I get the go ahead with the maps future, once I'm fully dedicated to creating it. This hotfix will also get rid of any secret teleporters. I remember them starting A LOT of controversies.

2) The only way this sound can be heard for the player above is if someone is in the sewer's at the same time that triggers it, the trigger block is only in the sewer part and therefore can only be activated from below in the canals, however the sound is played in a radius and not to the player that activated it.

3) Taking a look back at this project I do regret not making this map more enclosed. An enclosed map can benefit in many more ways then ever imagined as it can boost performance ever so much. Apart from the performance improvements, this is CS:GO after all, it's a gun game, long line of sights are always bad, especially if the player is abusing a high point in the map to their advantage with a scoped weapon, hard to hide as well as run away creating unbalanced and unhealthy gameplay.
Other than remaking the map in terms of how open it is, I do wish to remake, add and spread some of the existing buildings apart from each other so that the map is not saturated with the player base being in one single area.

Thanks to all the courses I took so far about Games Design, I'm able to apply the knowledge and create better maps for their needs.

A 3-way talk with you, Mewn and me would greatly benefit the future of the map, looking forward to this.

A v2 of this map would be amazing. One thing i found very intresting was the trololo secret. A harmless easter egg that adds something fun in the map. It wouls be cool if a v2 had 2 or 3 more of these easter egg hunts with diferent results. I also agree with the closed map concept. Everything I could say about it has already been said, so i cant add much to this. Westfield is my favorite map ( excluding Mittlefans, because who doesnt love mittlefans ) and seeing a v2 would be something I would love :🙂 .

P.s. if you do this, can you make vip off the map with a teleporter or whatever? its takes up a lot of room that some people cant access

My overall perspective of Westfield is that it is a extremely well done, and beautiful map. The houses are gorgeous and the textures are proper.
My own disliking is the lack of variety and individuality in the map. Im sure this is something you will address when adding to the map, but the community and myself would love to see some more unique houses and places to live, rather than just apartments and town house mansion. I think adding more places to roam rather than just the streets would make it interesting, and putting some more 'hangout' spots for players to meetup that are a safezone.

These are some things that I can promise would attract players to stay on the server and keep the map from becoming stale

I'm gonna try to make 3d model of it in a program we use in school for our plasma C&C machine
http://www.rhino3d.com/download <if you want to try it
nvm I draw it and take a pic that shit is way to hard and time consuming