AR_Babylon_B1

An Arsenal Mode map set in the middle east.

This is a port / improvement of an old map I made called "zm_dustpanic". This release updates and expands the map for CSGO Arsenal Mode; whenever Valve get around to adding ZM mode I'll release a version for that too :)

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Comments

  • CoolGuyCSGO's Levels
    • P1: Beggar
      Points: 14
    • C1: Member
    • A1: Lollipop
      Account Age: 3 months
    Posted 2 months ago

    Pros:

    • Great layout, gameplay
    • Lighting

    Cons:

    • Some texturing

    Notes:

    • You used inferno textures (some walls and the roofs) on a middle eastern map, but i'm picky like that. Good work, keep it in mind that very few textures can be used, as long as you spread it out throughout the map.
    • 8.5/10 (I voted a 9) Looking forward to more maps from you, good luck with the CEVO mapping contest!
    Bananite
  • insomnautik's Levels
    • P1: Beggar
      Points: 412
    • C1: Member
    • A2: Tenderfoot
      Account Age: 10 months
    Posted 9 months ago

    Posted by SaxonZwein

    Posted by insomnautik

    awesome feedback post

    Thanks for all that feedback! That's incredibly useful to have for a reference, I've saved your images and will use them for fixing up the next version of the map.

    I know it isn't a "realistic" spawn point for the CTs, I'll move those spawns to the inside of the adjacent house. I'm not sure what's causing the HDR issue in your screens - that didn't happen for me. Is there a setting I should have in my map to stop that?

    The map unquestionably needs more details in places, I really should remove the props that are left over from ZM (I wasn't expecting anyone would barricade themselves so they get trapped!)

    Cheers for now!

    Do you have an env-tonemap-controller and a logic-auto that triggers the inputs SetAutoExposureMin / SetAutoExposureMax for the tonemap during OnMapSpawn?

    EDIT: Replace dashes with underscores.....

    EDIT2: Here is an example of how dust2 sets up its tone map controller, and more options available.

    http://www.nautikdesi..../tonemap.jpg

    After setting theses you might have to adjust the brightness of your lights to balance them out a bit.

    SteamID - NSF | Nautik
  • Swaggletooth's Levels
    • P2: Drudge
      Points: 1,246
    • C1: Member
    • A6: Elder
      Account Age: 7 years
    Posted 9 months ago

    Posted by insomnautik

    awesome feedback post

    Thanks for all that feedback! That's incredibly useful to have for a reference, I've saved your images and will use them for fixing up the next version of the map.

    I know it isn't a "realistic" spawn point for the CTs, I'll move those spawns to the inside of the adjacent house. I'm not sure what's causing the HDR issue in your screens - that didn't happen for me. Is there a setting I should have in my map to stop that?

    The map unquestionably needs more details in places, I really should remove the props that are left over from ZM (I wasn't expecting anyone would barricade themselves so they get trapped!)

    Cheers for now!

    AKA Saxon
  • insomnautik's Levels
    • P1: Beggar
      Points: 412
    • C1: Member
    • A2: Tenderfoot
      Account Age: 10 months
    Posted 9 months ago

    This map looks amazing. For a port of your own map you did a great job improving its visuals for CS:GO. The eastern theme is near perfect and this looks like it would be a fun Arms Race map. I should say I never played your zombie version though in the previous CS, but I did look at screenshots for the sake of comparison.

    Now, for the specifics:

    http://www.nautikdesign.net/csgomaps/babylon/

    Here are a list of screenshots I have taken of small bugs in the map. I will reference screenshot numbers in this comment so you know what your looking at.

    • Screenshot 1:

    Why do two CTs spawn on top of the truck? I mean, its not that big of a deal, but does look odd and doesn't really make much sense realistically speaking.

    • Screenshot 3-7:

    Your lighting between inside and outside in not balanced, causing HDR to way over expose the outdoor area while you are indoors.

    • Screenshot 8:

    This box is floating awkwardly off the edge of this displacement.

    • Screenshot 11, 12 and 13.

    You could use some more skybox details right here, buildings, tress, etc...

    • Screenshot 9, 10, 18, and 19.

    These vending machines are places at unrealistic angles. Some face the walls, which would make them hard to use in a real life situation, and in one screenshot there is a vending machine that is outward from the wall about 2-3 feet. Looks weird, it would probably look better tucked away in its rightful corner.

    • Screenshots 20 and 21:

    Ok, so i know this is going to be a zombie map in the long run, so barricading your self in a room with physics objects would be cool, but do you really want your players doing this during Arms Race? Also, in 21, I got my self stuck in that room by barricading the door with the couch, I could not move it out, I could not jump over it to exit the doorway. Would have had to console command kill my self or wait to get killed on a typical server.

    And who the fuuu gave this a rating of 1/10 when I first saw this. Definitely does not deserve that. Much hard work was put into this I can tell.

    EDIT: You should use sv-cheats 1, cl-drawhud 0, and r-drawviewmodel 0 for your screenshots. (Use underscores though, GameBanana screws them up in comments)

    SteamID - NSF | Nautik
  • Swaggletooth's Levels
    • P2: Drudge
      Points: 1,246
    • C1: Member
    • A6: Elder
      Account Age: 7 years
    Posted 9 months ago

    Posted by Dirtybag

    Zombie mod for GO is still in development, but if you would like to create maps for it, we can test it and possibly add it to our server. If you would like, make a post on PlagueFest and your map will be tested in time. :)

    Sounds cool, will do so when it's refined! Thanks for letting me know :)

    AKA Saxon
  • Dirtybag's Levels
    • P2: Drudge
      Points: 1,317
    • C2: Treehouse Member
    • A4: Graduate
      Account Age: 2 years
    Username
    Dirtybag
    Posted 9 months ago

    Zombie mod for GO is still in development, but if you would like to create maps for it, we can test it and possibly add it to our server. If you would like, make a post on PlagueFest and your map will be tested in time. :)

    Dirty

Credits

Submitter
Swaggletooth's Levels
  • P2: Drudge
    Points: 1,246
  • C1: Member
  • A6: Elder
    Account Age: 7 years
Swaggletooth (Creator/Co-creator)
Key Authors
Saxon
Mapping

Rating

9.75/10
Based off 4 rating(s)

Additional Info

Development State
Beta

Stats

Post Count
6
ViewCount
1,747
Downloads
901
Date Added
9 months ago
Date Modified
9 months ago

License

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