[UPDATE] de_inferno_ce improved
HLTV Community!

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?

-No chickens
-No fog
-Visual improvements everywhere
-Minor mechanical adjustments
-RADAR!! Oh yes a very shiney new radar
-Optimization

You require a visual aid you say?:
http://files.gamebanana.com/img/ss/maps/50798702c8..
http://files.gamebanana.com/img/ss/maps/5082640a89..

These two are just SOME of the changes performed, download to get a full view of it for yourself here:

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

To learn how to install the radar, read the readmeplz.txt in the rar file.

Expect more in the future, as another big name in the esports community has just joined the pool of pros contributing to the improvement of inferno.

And remember to SUPPORT in CEVO: http://www.cevo.com/forums/topic/22/counter-strike..
(58 replies)
Created 2012-10-20 11:07 by: blueymaps
Oh and I am aware that the bombsite labels are switched, CS:GO automatically assigns the bombsite labels and it has nothing to do with RADAR. I'm working on fixing this issue.
2012-10-20 11:10:41
What do you think about this?

http://i.imgur.com/JAUfo.jpg

There should be one texture only (it's not texture technically, but the path should be uniform)
2012-11-04 13:53:16
nice work
2012-10-20 11:23:34
Great work, in _se i hate banana, now is clean and wider :)
2012-10-20 11:29:55
Great job, amazing banana, T mid, visual details.

Btw, BIG NAME? Who?
2012-10-20 11:32:14
You'll just have to wait and see :D
2012-10-20 12:13:34
is the tower/ladder/haven back on inf?
ohh and thnks for the hard work i will try the map as soon as i will get out
2012-10-20 11:40:37
amazing
2012-10-20 12:17:29
Excellent, but i have some ideas to do it better:
http://smotr.im/8eVR
http://smotr.im/8eVT
2012-10-20 12:42:25
+1
2012-10-20 14:01:00
agree
2012-10-20 22:05:40
+1000
2012-10-21 04:35:21
agree )))))
2012-10-21 06:10:49
no
2012-10-21 10:11:06
Very interesting, please don't stop, continue.
2012-10-21 11:39:37
agree on that aswell!
2012-10-24 11:38:30
could i add you in steam? have a question what could be really great in the near future... pm me
2012-10-20 14:48:50
Nice... when CEVO makes its mind?
2012-10-20 21:26:06
: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.
2012-10-21 04:26:30
Are you gonna remake other old maps? Like train or d2 maybe?
2012-10-21 10:12:26
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.
2012-10-21 12:44:15
I find the inner bombside has to be changed because its just TOO openend, no hiding space
2012-10-24 11:39:44
So much better than original
2012-10-20 22:06:03
+1
2012-10-21 04:44:37
gj dude!
2012-10-20 22:11:43
I wish Valve could replace their versions with community versions. The GO official maps suck big time.
2012-10-21 04:45:46
really nice map :)
2012-10-21 06:31:40
Thought this was pretty spiffy so I uploaded it
http://files.gamebanana.com/img/ss/maps/50839b4a42..
The .psd file has over 100 layers, most people don't know how much of a pain it is to make an overview.

Post edited 2012-10-21 08:52:50
2012-10-21 08:51:39
Any changelog for the final version?
2012-10-21 12:45:11
When the final version is released, yes. Technically still beta.
2012-10-21 15:32:51
by: pfx
#25
this looks a lot better. Good Job Mate
2012-10-21 10:16:05
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.
2012-10-24 04:41:04
It seems like an awesome map from the ss's, there is only one thing I don't like, the boxes where the sidecar is supposed to be seem shitty. I'd like to see a better variation of boxes there.

My only pet peeve there, otherwise it looks totally awesome.
2012-10-24 05:53:41
I agree, ill rework it some to make it more visually attractive.
2012-10-24 06:06:18
Done, will be in next release comminv this week.
2012-10-25 07:40:32
you will make other versions of the current maps? (d2, train)
2012-10-24 04:59:51
de_dust2_ce ? :D
2012-10-24 05:15:38
N1 GO GO GO
2012-10-24 05:58:27
de_dust2 ce ?
2012-10-24 05:58:44
will you birng back the tower/ladder/haven back on inf?
ohh and thnks for the hard work the map is great
2012-10-24 08:55:52
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
2012-10-24 11:57:23
And also add the T Heaven or whatever it was called in mid. That way a CT will be able to eliminate any T camping in T Heaven.
2012-10-24 19:38:19
by: xb0y
#41
Good Job.
2012-10-24 11:59:24
it looks gr8 than the official shitty one
2012-10-24 12:33:53
NicE MAP
2012-10-24 13:15:23
pretty cool!
2012-10-24 13:19:07
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.

Anyway, nice work! Support your inferno_ce :D
2012-10-24 18:38:11
1. I'll answer that question soon.

2. 2 leagues are already interested in using it, ESEA may depending on the promotion I'm working on atm.

Thanks for the comments.
2012-10-25 07:43:15
nice!!
2012-10-24 19:01:38
So what's new?
-No chickens

God-damnit.
2012-10-25 10:44:05
http://img651.imageshack.us/img651/5042/sniperloft..

What's to come....

Also, expect big news soon.

Post edited 2012-10-26 15:38:31
2012-10-26 15:38:15
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.

Post edited 2012-11-02 11:12:10
2012-11-02 11:09:26
I agree with the proposition about sniper tower, the angle for CTs up mid is too big at the moment.

I agree with pretty much everything what you said and I hope bluey is there to turn the words into changes :)
2012-11-04 11:04:11
gj
2012-10-26 15:46:50
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.

Post edited 2012-10-27 17:57:54
2012-10-27 17:52:30
Why are bombsites reversed?
2012-10-27 18:05:50
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?
2012-11-01 16:46:16
Nice one, really much better than standard inferno, these maps should be played instead of _se.
2012-11-02 11:22:20

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