de_inferno_ce Competition Edition Official Thread
Hello HLTV community,

I realize there have been threads about the development of this map here before, but they were posted by community members who found the map, and not the one who developed it. So here it is then, the official thread posted by the head developer.
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After much deliberation, countless versions and recompiles, the competition edit version of inferno is nearing its final iteration. Now that it is at this point, I feel more comfortable releasing a beta version for the community to test play with their friends (if you have any).

The download can be located here: http://gamebanana.com/csgo/maps/168930

The focus of this map was to integrate positive aspects from both the Source and 1.6 versions of the map, while still keeping components introduced with Valve’s GO iteration. This combination should make it competitively familiar to both communities, while still leaving some of the newer changes valve has made to keep the map fresh.

What sets this version apart from others is that it was edited from the ground up using input from top players of the current CS community (CSS and CS1.6). The focus was far beyond visual, delving more in to why the original inferno was so popular. Pivotal aspects were analyzed, weighed, and balanced to create the latest iteration avaliable to you now. The current product should feel more familiar and comfortable, with a wider range of engagement possibilities from very short range, to very long range.

In addition to mechanical tweaks, a great deal of optimization and deletion of excessive clutter and props was performed. Further, this map was compiled WITHOUT HDR, which should give it a crisper cleaner feeling, similar to the SE versions of the go maps.

A special thanks to Dazed and the Area51 invite team for working with me on this map, their continued input has made this possible so far. The map is not complete yet, I will likely be reworking a few things pending more feedback from Area51 and the invite community.

Feel free to leave feedback, but keep it constructive and concise. Screenshots of the problem/concern would be extremely helpful. I will ignore posts which employ excessive stupidity.

If you are part of the invite community and wish to leave feedback, please do so by PMing me, your concerns will receive top priority.

Map is currently under official review, expect to see changes soon.

Thanks,

-Bluey
(59 replies)
Created 2012-10-04 05:50 by: blueymaps
by: AkorN
#2
nice map
2012-10-04 06:57:39
me and a bunch of buddies scrimmed on this map.. it makes it so much easier on both sides
2012-10-04 08:12:49
by: ashed
#9
That makes no sense.
2012-10-04 09:43:41
haha it really doesnt
2012-10-06 07:01:50
by: lEd
#6
I'd play the shit outta this map. and then some
2012-10-04 08:19:14
does it include the T's balcony above pit like in 1.6 ?
2012-10-04 08:59:48
I think this looks really good. It looks like it provides enough contestable areas to increase the skill requirement to be in a top team. Whereas the current inferno has far too many strong hold positions where CTs can dominate.
2012-10-04 09:47:47
yes , this map is amazing , must replace that shitty _se , with a lake in BS B , omfg , and the car to go apps , omfg!! , and we need a new the train , i refuse to play on that shit
2012-10-04 09:50:12
Too imbalanced. Gl to take B2.
2012-10-04 10:21:19
looks great
2012-10-04 10:51:10
Nice map, but it is still scaled like cs:go map and so players can`t hide behind boxes without crouching.
2012-10-04 11:15:27
hope this one replaces _se on tournaments
2012-10-04 11:25:37
nice map
2012-10-04 12:07:19
#14 Most of what you see is intentional, especially at lane to A and bannana to B. Headshot boxes force the opponent to take aim more carefully, increasing the skill ceiling for medium/long range engagements.
2012-10-04 15:33:16
can you post some pictures of the map? as i don't own cs:go yet i can't see it..If you could that would be welcomed :)
2012-10-04 15:40:16
You can view screenshots at the download link I gave you, simply click on the screenshot to enlarge http://gamebanana.com/csgo/maps/168930

Post edited 2012-10-04 15:54:16
2012-10-04 15:53:52
i though it was a dl link :))..great job the bombsights look awesome :) i think its too 1.6sh even though i think its a good think, css players might find it a little bit awkward. Its just my opinion though. again great job :)
2012-10-04 16:41:39
so fcking awesome *.*
2012-10-04 16:07:35
How do i play custom maps in cs:go? :X Someone help pls lol
2012-10-04 16:32:28
read the readmeplz.txt in the .rar file from the download site. It gives you the proper file folders to deposit the .bsp file. Just drag and drop.
2012-10-04 16:58:04
I find the B Spot imbalanced because the T's can jump up the boxes at the left without 'boosting'.

Also the CT's can look down banana to T-ramp even without going to the boxes. The T's don't have any space there.
2012-10-04 17:16:34
nice
2012-10-04 17:21:00
From what I could tell of the screenshots, this looks great :)
2012-10-04 17:27:26
In some way this version needs to be implemented in the default compititve map rotation instead of the current.

More individual skillbased approaches like 1.6 but still kept the CS: GO/S - elements.

Perhaps if needed by (compititive) community majority that T-balcony above mid pit should be added, then do it. ;E )))

Thumbs UpPPP!
2012-10-04 21:36:11
Decided to log a few hours today and reworked T side mid, I wanted to balance the spot against a CT push down banana. It's experimental, I'd like to see some reactions to it before I say it will be in the final version. Will upload it as soon as the compile is finished.

On another note, Timing dictates that a T who peaks banana will be able to watch top side Banana box before the CT gets there, should require a bit of skill to get the pick but I feel that it balances it just fine.
2012-10-06 06:09:07
all you have to do is get leagues' attention and make them use this map. otherwise, people will still play and practice inferno_se.

Post edited 2012-10-06 06:13:18
2012-10-06 06:12:59
Done and done, wont be long now
2012-10-06 06:22:30
gj!
2012-10-06 06:17:25
You should match this box size with 1.6 box size:

http://files.gamebanana.com/img/ss/maps/505ddd1419..
http://www.gotfrag.com/files/upload/karpov_3dcgi_i..

And also, replace the barrels on the bomb, with boxes.

Post edited 2012-10-06 06:51:20
2012-10-06 06:48:08
Unless the league or the invite community say otherwise, it will stay. This box was brought in under advisement from mTw_steel. While I understand that it doesnt look exactly like 1.6, its function mechanically should be quite similar. The way It is angled, and sloped (off level) is intentional so that the CT will have to either be spammed through the box or picked with a headshot.

Thank you for posting screenshots though, they are really helpful in seeing exactly what you were talking about. If there are any other screenshots you would like to post, feel free to comment about other parts of the map.

Post edited 2012-10-06 07:08:49
2012-10-06 07:05:46
Quick question, due to not being a savant at SDK and Hammer - is it the "type" / material of the walls you use that decide whether or not they are possible to spam through?

Also, is it possible to make pit on A slightly deeper (like in 1.6), as it right now feels like you're pretty open with the removal of the fence between the streetlight and graveyard (in 1.6 you had the double boxes to hide/dodge flashes in a more efficient way the what the streetlight plataeu does)..

Oh, and is it possible to remove the chickens? They have a sound trigger if someone walks too close to them and start to run which possible to hear for CT's, which in turn is a bit of a downer if someone's e.g. walking slowly up banana to push on contact. I'd also love to see wooden boxes instead of the toxic boxes (just makes for a cleaner look, really)..

Overall it's a sick improvement to the current de_inferno_se, great job on it so far! Hope it'll end up being the norm for what we play in tournaments in the future (and please fix de_train for us, if you have the time and motivation)! :P
2012-10-06 13:30:53
From what I understand, the material type does affect spam, as well as the thickness of the geometry. The source engine recognizes the material type associated with the texture, for instance brick, stone, metal, wood etc, basic materials. When you shoot the material, youll hear it make different sounds according to the material, however the classification system is limited.

I will look into removing the chickens. Keep in mind though that the entity that spawns the chickens is on a timed interval, so the longer you look through the map, the more chickens spawn. In a typical round, it only lasts for about a minute or two, so the amount of spawned chicken npcs will be far less.

PIT at A is an issue ill look into again. I actually already made it a bit deeper towards the back end, and more shallow towards where the fence was before. I'll deepen it a bit, as I agree that it needs to be a bit deeper. Doing so will only increase the skill ceiling required for picking someone in pit.

Post edited 2012-10-06 14:36:47
2012-10-06 14:35:34
Cool, thanks for responding! The main reason for wanting the chickens gone is due to the random advantage/disadvantage it provides, especially given that they show up at random places for each round, so all a sudden you can have a chicken starting to cluck in apartments while slowly making your way forward, and there's nothing you can do about it :P

In regards to the materials and so on, I'm gonna run through the map with showimpacts on to see if I can find out anything useful :D
2012-10-06 14:49:27
A small teaser of what I'm working on, but it has a few rough edges that I need to smooth out.

http://files.gamebanana.com/img/ss/maps/506fe1b27f..
2012-10-06 09:47:24
Looks terrific. I still think all cars should be removed though! They soak up too many bullets and are clipped badly.
2012-10-10 08:15:23
HURRY HURRY HURRY ! finishing it up!!! this must be played for the Pro's very soon !! xdddd /kindly regards
2012-10-06 11:21:49
way way way better than current inferno ._.
2012-10-06 12:02:23
Take my babies. AND MAKE NEW TRAIN THX
2012-10-06 13:54:22
nice map
2012-10-06 14:44:37

VERSION 2.0 RELEASE: Screenshot of the polished T mid:
http://files.gamebanana.com/img/ss/maps/50702b365b..

Alright gentlemens, a polished version 2.0 has just been released. I really like the feeling of T-mid in this iteration. This should balance it well. I should upload some comparison screenshots so that you can see how much more room you have to work with at T mid now.

http://gamebanana.com/csgo/maps/168930


Post edited 2012-10-06 15:01:34
2012-10-06 14:57:27
I like what you did there, I tested the map and:
-that vase on that platform you added at T mid is a bit buggy when you get on top of it
-that bricks in that pit look a bit weird

Still, good job. But I have one question, what about radar? You mixed the names of the bombsites there (A is B, B is A) and also it feels a bit too dark (maybe too blue) comparing to the other maps.
2012-10-06 15:39:39
radar will be redone, im going to retake the screenshots and make a new overview with higher contrast and better brightness.
2012-10-06 15:51:25
wish your map will become huge as nuke_ve!
I am looking forward it!
GL!

Post edited 2012-10-06 18:27:30
2012-10-06 18:27:10
Even bigger changes in the works now, reworked construction again and Apartments based on feedback. Stay tuned for screenies after the compile is finished. I am quite excited about these changes.

2012-10-10 07:56:36
Make the new doors destructible.
Consider removing "tool lock" in the new construction.
Remove the vase on the platform at T mid.
Deep in the B bombsite, instead of adding that gate there in front of the doors, maybe you could move the doors closer and make them white or something...?
2012-10-10 15:59:26
I'm on the fence about making the door destructable. If you can poke holes through it, it makes sneaking through apartments once again extremely difficult. Further, destructable doors eventually completely deconstruct and cease to exist. This would break the gameplay of the area in my opinion. The new hole in the wall introduced by GO coupled with the door brings the mechanics more in line with the original, which is what everyone desires.

The vase... ah yes the vase, its gonna go. I clipped it again to make it a bit smoother, but it's really just a nuisance.

Deep in bombsite, I'll take another look at it.
2012-10-10 16:05:06
Have you been thinking about doing the bar(balcony/windowroom) exit wider?

I mean. Like in 1.6 you can jump out of the bar from several locations, So that the enemies dont know where you are jumpin' out from.
If it is wider, then you have a bigger chance to do some impact without getting killed by a guy that have stared at the same point the whole round.
Like it is now i feel that if you are thinking about jumpin' out you are pretty much trapped.

In general in CS:GO, it's not so many boosting opportunities like in 1.6.
I will miss that part a bit because you could do so much more unexpected stuff.
Is that something you can try to put in a little bit, or will it break the way CS:GO are designed?

Love your work so far on the map.
Keep going!
2012-10-11 04:02:19
It's partially a model so it's a bit troublesum, in addition, I think there are a few things that I added that will make this area generally more exciting to use. I can think of 3 places that I made 2 man boostable off the top of my head, one of them being red roof.

I'll give it another look, but I'm pretty sure it will stay this way for now. Thanks for the input, if you think of anything else please feel free to mention it to me. I really do read through pretty much every constructive post.

If you like this and want to see its final iteration (final version) in CEVO, please support here http://beta.cevo.com/forums/topic/22/counter-strik..
2012-10-11 15:22:09
great map...better then _se :)
2012-10-14 11:17:15
looks nice!
2012-10-18 08:19:47
Is it 100% complete ? Are there any pros trying this out ?

inferno_se definatly currently worst map in CS:GO. Often this situation in Banana - so boring and heavily *nade-depeding* with ("flash, molotov, HE, spray, spray, smoke, flash spray, another molotov, spray, spray, flash, spray, spray, smoke, flash, another HE, flash etc") in those abusments with multiple 2narrow passages it just looks silly with bareley no clean individual skill display, almost just a granade and "luckey" spamwar..

But this looks really promising i must say, and it will balance it up alot more especially by making molotovs but also flashes/HE's more *dodgeable*, so even smokes (more towards like CS should be).

I think community is really in huge Need! of de_inferno_ce ))

Please push for this version ! *Thumbs UP!*
2012-11-07 02:06:17
the worst map is train lol , inferno is not so bad , but top teams with only pracc in this inferno_ce if any top league decide to use him ..
2012-11-07 02:55:40
Its quite even between inferno and train, both needs rather drastical changes. But for me inferno is without further doubts the most unintresting and random map of them all in CS:GO.

Post edited 2012-11-07 13:56:02
2012-11-07 13:47:40
not true , train is the worst map ever. All the top teams said the same , inferno is not so bad at all , maybe just the banana need to be changed , but in train you need to change maybe almost the all map...
2012-11-07 15:14:30
Not "only" Banana, also T-mid, CT-rotation area between bombsites, appearance and obsticle placements in both bombsites, addition of the small sand pit, great sand pit tweaking(more heightdifference options) wider the current narrow paths more - especially CT-street and house halls. Etc etc.

The map is (yes along with train) the ones wich need drastic compeitive changes the very most.

The ESC-guys *G5* for example told inferno in CS:GO is currently the worst and boring map (alltime greatest CS team). And its not just them.

You can have your opinion i respect that, meanwhile i agree train Also needs heavily changes, but my opinion along with many other preferences thinks inferno is "emergency"-prio#1.

But that initial question is more of a secondary importance, since both most likly will be changed quite 'alot' as time moves on.
We might not see it until DreamHack Winter, but for 2013 years competitions i hope and im pretty sure maps will be more ready to make the game more skillbased not only individually demandings but also from teams perspective since nades makes more powerful impacts in CS:GO, maps will have to adapt along with it.

Post edited 2012-11-07 16:10:30
2012-11-07 16:00:32
how official is this thread?
2012-11-07 07:42:38
so official
2012-11-07 07:52:18
im feeling it
2012-11-07 08:02:53
you're an idiot....
2012-11-07 14:25:45

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