Tuesday, December 10, 2013

Proposed changes to de_nuke

Hello everyone,
            So in my last entry I discussed the map rotations at the recent DreamHack 2013 Winter Event. My initial point of the entry was to discuss the lack of diversity of maps being played in the tournament. However, during the process of writing that blog an additional thought was generated: maps were avoided due to their overwhelming imbalances. I suggested that these imbalanced maps would probably benefit from some re-work; so as to even the playing field and consistently generate 6 rounds for teams on the typically non-dominate side. This of course is easier said than done and over the past 5 days I’ve thought extensively on ways I could potentially assist in this cause. The following are my ideas:
De_Nuke
            This map is infamously known for being heavily CT sided. Losing the CT pistol round and two following eco rounds have sometimes been enough to cost teams matches on this map. So the big question is: what is the best way to give T’s more of an advantage or what is the best way to hurt CT’s…
Upper (A bombsite)
            From my experience and observation this site is easily defended unless rushed or members of this site have rotated to other portions of the map, leaving the hut/squeaky entrances exposed temporarily. The problem that the Terrorists face far too often is the amount of spots that CT’s could be hiding (especially in the rafters). To disrupt and or eliminate a few of these areas my mind immediately went to the original map of nuke where a large red bars went across the middle of the rafters.
If I remember correctly CT’s could still go through these bars but they had to crouch-jump to get through them. I propose that these bars be reinserted but unlike the previous version, not allow CT’s to jump through them. 

Before:
After:

In order to get to the opposite side of the rafters CT’s would have to have two members boost one another onto the opposing railing via the hut roof. The drawback to doing this of course would be the player watching the hut entrance would lose their vertical position advantage (catwalk).
Boost above hut area:

           
My next proposed change was aimed again at impacting the upper bombsite. This time I looked for a potential change on the terrorist side of the map. I noted that there weren’t really any windows on the warehouse (except on the roof) and I began contemplating where some could be placed. My first thought was maybe to add some on the T-side roof that could only be seen by two members boosted on top of one another. The problem I ultimately came up with this was that the T-roof ladder area would most likely take advantage of these windows and thus not force terrorists to commit two people to the said boosting technique. Therefore, the only other option I could think of was to place small windows above “mini” that could be accessed by terrorists from “twinkie”. These windows would need to be small enough to not allow terrorists to jump in them and also not have the Upper bomb-site CT’s and twinkie T’s having an all out gun-fight (I’d still like the spots to be spamable).
            While googling nuke screenshots I came across what appeared to be a nuke adaption that had some of the elements I had been thinking about.
Here are the screenshots/information: http://cod4.gamebanana.com/maps/159761
            The idea behind adding these windows would be to allow terrorists to throw additional smokes and flashes into the Upper site. To accomplish this I suggest flip-flopping the X and Y section and making the Y breakable glass.
Before:
 After:


I would also recommend eliminating the beast-mode jump from t-roof to the pipes leading up to “twinkie”. Essentially the goal would be to make Terrorists have to commit to a boost if they wanted to get on the “twinkie”. Apparently I’m a fan of a two man boost :P
T Roof Jump:



In any case, these are my initial changes I would recommend seeing added to the map. Worst case scenario (nothing happens) I’m hoping this will start a discussion of what can be done to shore up the imbalance that exists on this map. Feel free to posts your thoughts below!

-          Jeremy ‘McCl0udY’ Muller

Thank you for your time. I’m hoping to write a CS:GO/Gaming related blog once a week.


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