I watched all replays and I got some numbers on the rounds won, pistol rounds, etc. Then I even managed to generate some heat maps. Where people died the most, positions holding, most common smokes, etc. Great info! I was very happy during this time.
You can see the heat maps for the 11 matches on the following LINK.
For the following info on round wins. I watched a demo, and recorded which team won the pistol round at the beginning of the match and after half time. Then, when the match got to match point I would pause the demo and count the amount of wins CT would have, write it down and then the amounts of wins T would have. Then I would keep adding wins to whoever team won until the match ended. For some reason HLTV would mess up the score boards when the match would end.
Interesting to note is that even if the score board was 14 to 16, it doesn't mean that the map is balanced, as it could easily be that Ts got 18 rounds and CTs got 12 rounds. So you cannot determine if a map is balanced simply by looking at the score boards. I knew that I had to count each individual wins, over as many matches I could get. If I get enough matches, the sample size would be big enough to determine how balanced the map is.
I only counted rounds that were with full 5vs5, or if the team with less players won.
What is also very interesting is that the pistol rounds were CT sided! of the 24 rounds played, 13 were for the Counter Terrorists.
What I took from the demos was that the map lacked cover in some areas and that a B rush is very effective for Ts. So I worked this week on layout changes. The map is not in a playable state yet, many things could not be finished this past week, but I do have images to show you out.
I added a bunch of overlays and decals on the floor, so it looks more like a real roller coaster station. There is a front row queue just after tomb. Fast pass also has a marked entry. There are arrow for the exit of the guests, as well as markings for employee only areas. The 4 corners of the station, where park employees would thumbs up the guy in the booth that the train is ready. I like those little additions.
I added cover in the middle of the bombsite. I had the idea to add a car that is just being installed, out of the box. The box has to be partly open, so that people can see a train car is being installed, but the box should have some panels in still, so that players can use the box to bounce nades around as the train car has very weird collisions which means players cant get consistent bounces using just the train car alone. The whole thing blocks bullets, which I intend, is cover, you shouldn't get shot through it, but there are some places where you can see through. I have plans to add some material inside the box that would hold the train car static. imagine the material that holds a refrigerator safe inside a box when you just purchase it. That is what I will add to the box. It should look very good, realistic and more importantly it will server a gameplay purpose.
I made a high res version of the roller coaster train car. In station you are very close tho it, and so a high res is welcome there, as I want to have some great visuals. Visuals invite the players to play the map, and gameplay will make them stay there, so both sides are important.
I moved B site closer to gift shop. Now rotation times from A to B and vice-versa is of around 14 to 15 seconds through gift shop (Which also got a change). For comparison, in dust it takes from A to B 13 seconds. From B to A it takes 16 seconds. In de_cache it takes from either site 15 seconds. Rotating times are much those that competitive maps have.
These brought other changes around B site. Now there is more space in trash for Cts to fall back. b site is closer to CTs so Cts should have more control of the site. Supplies is now a much bigger area and much more open. I am going to redesign the stone walls, but now I will rewards boosting in supplies. If Ts control supplies, they can boost and peak out trash. Cts can throw nades from trash. I think this will be exciting to watch and play. The enemies close together, can';t see each other, but can throw stuff over the fence to try to get the upper hands. I hope it works out. I will have to see how people behave and exploit those changes.
Now, the entry to B from gift hallways is closer to gift shop, so it's more dangerous for Ts to enter bombsite by that path, as it will take longer and will be more exposed if CTs control gift shop. So, flanks should be of less occurrence.
The biggest change is fast pass however. People complained about the invisible walls and I agreed. It was time to change that now, I don't want unhappy players. I redesigned it into a more cave look. Lighting in the image is not done (I messed up the lights.rad file), but I think it's much better now. It breaks the brick wall from all queue. I just gotta be careful with the lighting, I don't want it too dark but not too bright. It's gotta look like the inside of the pyramid, while players can still identify enemies.
I also edited the UVs for the credit sign, so it's more readable now and looks in higher definition (Without changing the actual texture size). I redid the coaster sign with a new font. Still lots of fixes to do, but I think it's going in the right direction and offers a better glimpse of what the final map will look like.
Some of those are model fixing, and making them fit the map changes I made this week. Such as the metal fence fro stairways, and the outside fence post which are too short.
I have to make my own stone walls. I need to make some pack out of 64 with the dimensions that I need. I am a bit scared about those, I know how to make the texture, but the actual polygons, I am afraid of where to start. I expect at least a whole day on that. So I will start on Monday.
I have to work on the lighting at Queue, specially Fast Pass and A site. And I have to work on the cover for bombsite B. from watching the demos there are too many boxes and covers at head limit, which don't offer enough covers.
I also dislike how you can stand on some trashcans but not on others. I will have to make that consistent through out. I have an idea, basically an unpacked trashcan, still in the box, which will be bigger and taller, thus preventing people from getting on top. I think this will work out pretty well.
Finally. Here is the layout at the end of the week. Notice how Bombsite B is closer to CT and gift shop. Less T sided and gift shop has more value now to clear and to secure.