Pleased to announce that I've just released a series of new updates that will improve de_inferno_ce greatly! Some major things to note about these changes are the visual improvements, as well as some very useful minor mechanical changes.
So what's new?
-Visual improvements everywhere
-Minor mechanical adjustments
-RADAR!! Oh yes a very shiney new radar
:D we'll announce that as soon as its "finished" The moment I say that its going to be used 100%, everyone is going to download it. I'd rather have everyone downloading the final version than a beta and then being confused as to why it doesnt work anymore.
To be honest, at first I didnt like train for example, just because it was so different. But after few scrims on that map I think Valve made it better, feels balanced, faster paced. We shouldn't go too far there, changing all maps. Nuke needed it because they removed one entry point, inferno also needs it because it's crowded, narrow, it just lost the things that made the map nice. But rest of the mappool is pretty good I think.
Update: So I've been working on the next release, making some small adjustments. It's been mostly behind the scenes stuff like clipping and optimization, got around to fixing the bombsite labeling. However, i would still like to hear from the community about their experiences playing inferno_ce, both positive and negative. So post your thoughts.
On a side note, an Australian league has decided to pick up inferno_ce for next season. Announcement about when and how CEVO will use it will come after final release.
I don't have a server to actually test it but I'm pretty sure that it works.
If you're on B? I'm not even sure if it's B in CS:GO (the little bombspot) there are the boxes where you used to boost someone up in 1.6. Can't you just make a 2man tower there now and just look down banana? haha
Hey! I've been noticed this map for a while and I entirely love it!
Here are some questions I would like to ask you:
1.Would you make a video comparing your map to inferno_se like Volcano did on his nuke_ve?
2.Is it possible to make leagues put this map in their map pool? Like ESEA or other big tournments. I really hate inferno_se. Everything in that map are just too narrow.
This is what I mean about sniper tower http://i47.tinypic.com/1hp79l.jpg
A lot of times when I get there I get shot from top of the mid by cts, quad... and I think making that wall there simple, straight would make the angle for them a bit harder but still challenging. Also it would look better. Next thing with this - I think you could make the space between railing and roof a little bit bigger so it's easier to escape from it with crouchjump.
Make the balcony at 2nd mid lighter, you can't see anything there at the moment.
About logpile leading to APTs, make it lower, with one "player clip" or even without. At the moment you have to jump twice to get on top of it. Make it possible to get to APTs with 3 jumps (as it was in 1.6) and also it would be nice to crouch you way through between that logpile and balcony.
Next thing I hear in scrims are the rotating doors in the APTs, you should think it over once more to make them destructible.
Next, with all your recent updates in 2.8, maybe some radar tweak are required? :D
And also think about compiling the map with HDR as I suggested, it would solve light problems, help you use full power of source engine and so on. All maps use it so maybe think it over? Compile for test, compare to map without HDR?
Sory if I'm talking too much and repeating but I feel like these things are needed to think over.
I think your 2.8 version is a bit of ruination.
Removal of well in Ct spawn and leaving that... thing there...
The change of the boxes leading to apts, wtf? Firstly, it looks bad imo and secondly it's incredibly buggy.
Also that sniper tower at T mid... There is "ladder noise" while you are climbing on the vine, getting in there is a little buggy and to be honest there is no point in it, really forced "1.6 style" change. You are exposed to mid there and the escape from there is bad... IMO it's unneeded (but loved by 1.6 community)...
Only thing that I like is the removal of the dark spot in B, visual changes in motopit and that's it.
IMO you've gone too far, "better is the enemy of the good" sometimes.
Ok, I played a few scrims on the map and there is the feedback:
- newly added sniper tower is fine but I think you should remove that corner for a chair there, it would make thw picking angle for mid smaller and simply look better
- lower the logpile under Apts to make the jump on it a bit faster and easier
- make the balcony at 2nd mid lighter, its impossible to see something there
- maybe consider compliling map with HDR, I know you want to make map look fresh but all the other maps use it so.... it would solve some lighting stuff and help you to use the full power of source engine, maybe test it? compare?