Counter-Strike 2

Counter-Strike 2

de_Carentan
Huge, In-Depth Review
(had to post this here because it became too long for the comments)

At first I was shocked at de_Carentan's 3 stars, but then I played it. Yeah...COD remakes have a tendency to look amateurish. This one's different though because it feels like the author put some kind of effort in which really hurts.

The problem is that this 2015 map somehow looks worse than the 2003 original. The textures are hideous and don't fit at all, especially indoors. T Spawn is repulsive, down to a worldtear by the botched chicken coop. The BG hills are missing and the sky texture is unfitting.

A notable flaw is the lighting. The interiors are way too dark compared to COD1, yet the light sources are somehow far too intense. There is a blinding sun effect in place when the original looked subdued.

The gameplay is 90% faithful, fortunately. In fact, a lot of the geometry is intact barring a few spots like the corner near B and some window heights. A problem is that the bars are harder to see and shoot through. It's also possible to spawn outside the map in DM. The author mentioned fixing this, but it's still possible to spawn inside some of the empty buildings which shouldn't even have walkable spaces to begin with.

Just wait for -=EMP=-:MDK's version. As-is, I'd give it 2.5/5

To make the map 4-to-5-star quality, I suggest the author do the following:
  1. Download the CODUO FOV Changer[sourceforge.net], set it to 110FOV at 1080P, enter "/devmap mp_carentan" and "noclip", and freely fly around the map taking reference screenshots.
  2. Play the COD2 and COD4 (Chinatown) versions to see how IW updated the map since 2003.
  3. Replace the awful sky texture, remove the sun effect, and add in the hills.
  4. Fix the DM spawn issue.
  5. Adjust the scale of the map, it's very sporadic.
  6. Completely remake T Spawn: bigger hills, prettier bushes (but still impassable), bigger chicken coop with correct entrance etc.
  7. Redo all the rooftops, they look 1.6-ish. One by CT Spawn looks like a smooth wooden block!
  8. Fix the "La Gazette" building's windows, they're way too high.
  9. Make the hole in the wall from the middle buildings smaller so you need to crouch through it, and close one of the windows on the left side.
  10. Fix the archways leading to A, they're inconsistent.
  11. Replace the hard-to-see-through bars with a modern recreation of the bars from COD1, and remove the wallbang damage reduction.
  12. The bars in Mid can be hopped over, letting Ts reach B too quickly. Add an invisible ceiling so Ts can't jump on top of them, but can still walk on them from the connecting roof.
  13. Redo the middle-to-B area entirely, it's unnatural angles instead of 90-degree walls.
  14. Make the bars by the basement building higher; you're meant to be able to crouch for cover by them so window snipers can't get you.
  15. Redo the basement section, it's inaccurate.
  16. Replace A's truck and B's car with COD4-style weapon crates. The map will flow better.
  17. Fix the worldtears here and by the chicken coop near T Spawn.
  18. Add unusable LMG props and a soundscape for that authentic war-time atmosphere.
  19. And of course, a complete redo of the textures and indoor lighting. The grass textures are especially awful, though I can't put my finger on why.

I suggest the author check out the COD2 Toujane remake by Ape. Some of the gameplay changes were for the worse, but the actual look of the map was excellent.
Last edited by MuscularMelvin; 6 Aug, 2015 @ 9:27pm
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Showing 1-4 of 4 comments
moxl  [developer] 7 Aug, 2015 @ 5:56am 
I really thank you for the full out review.
I will take them in consideration. However I will be on holiday for two weeks, therefor you won't see it in the first two weeks.

The problem is that i'm a new mapper. This was my first map this size. It's kind of hard to recreated this map using only the props/ textures provided by hammer.
I can't create maps to your expectation I think. It's above my skill level. 'map maker level 1 noob' here. Although I def will try to get it up to expectation in two weeks when back from holiday. I couldn't find any more suiteable props/ textures.

The scale is the map is indeed a bit off. I did a purely visual copy without any measuring. Since I had COD UO open on my right pc, and hammer on my left pc.

I hope I won't dissapoint you in two weeks.
I thought I fixed the deathmatch spawn, it saddens me that this is not fixed yet.
I will make effort to fix this, since this is very annoying.
MuscularMelvin 7 Aug, 2015 @ 2:39pm 
Originally posted by moxl:
I really thank you for the full out review.
I will take them in consideration. However I will be on holiday for two weeks, therefor you won't see it in the first two weeks.
That's okay. I would advise you to rename the map Carentan (WIP) until then. People are usually softer on maps they know are unfinished, though...I wonder how many people downvoted just because the description said "Call of Duty" in it?

The problem is that i'm a new mapper. This was my first map this size. It's kind of hard to recreated this map using only the props/ textures provided by hammer.
Kind of seemed obvious when I saw that hilarious round CT Spawn building. The textures themselves aren't bad by themselves, but it seems like there isn't a proper use of them. The interiors look really bad compared to the ornate French wallpapers and furniture.

I'd suggest you try retexturing it in a de_inferno style. Maybe even modernize it like COD4 Chinatown.

I can't create maps to your expectation I think. It's above my skill level. 'map maker level 1 noob' here. Although I def will try to get it up to expectation in two weeks when back from holiday. I couldn't find any more suiteable props/ textures.
Nobody starts out perfect. A lot of the map's problems are really minor, like the blinding sunlight and lightbulbs. The more difficult stuff would be the scale of the map, T Spawn being the most obvious example.

If it makes you feel better, the gameplay is very accurate for the most part. It's very CT-sided due to the central 2nd-story windows, but IW always had a habit of making their S&D maps unbalanced. The bars are the biggest thing that needs to be changed.

Actually, one thing that impressed me was the Bot pathfinding. In one match, the bomb dropped towards the archway near the basement building. I camped there and killed 3 out of the 4 living Ts. I waited until 30 seconds remained until I thought "Jeez, if these were real people, they would just walk the other way and shoot me from behind".

Guess what happened.

The scale is the map is indeed a bit off. I did a purely visual copy without any measuring. Since I had COD UO open on my right pc, and hammer on my left pc.
That's why you need the FOV Changer. COD1's FOV doesn't scale in widescreen, so you ended up making a lot of the areas too big or too small based on the first-person view.

I hope I won't dissapoint you in two weeks.
I thought I fixed the deathmatch spawn, it saddens me that this is not fixed yet.
I will make effort to fix this, since this is very annoying.
IIRC, DM spawns are based on "playerclip" and you seemed to have applied it to one of the empty buildings. I would just remove the walkable space in the building entirely. Interestingly, an mp_crash remake here had the same exact problem but worse!

If you need help polishing this map, I would contact either Jack_is_my_name or -=EMP=-:MDK because they both do a good job of remaking classic COD maps and would probably help out.
Last edited by MuscularMelvin; 7 Aug, 2015 @ 2:40pm
moxl  [developer] 4 Sep, 2015 @ 8:05am 
"I wonder how many people downvoted just because the description said "Call of Duty" in it?"
- It's a map from the time when call of duty was still a valid option to play. It's from the time it was still fun to play.


"A lot of the map's problems are really minor, like the blinding sunlight and lightbulbs. The more difficult stuff would be the scale of the map, T Spawn being the most obvious example."
-I made some changes to the sun's parameters, even 'taking out the sun'. lowering the general light. The light's i'm still working on.

"I'd suggest you try retexturing it in a de_inferno style. Maybe even modernize it like COD4 Chinatown."
- I don't own a copy of cod4. I only have 1 and united offensive. That's where I played it.
I'm pretty happy with the colors myself mostly. and I did 'redecorate' some houses.
I'm also trying a way to include new textures. But it may be for future updates.

"IIRC, DM spawns are based on "playerclip" and you seemed to have applied it to one of the empty buildings. I would just remove the walkable space in the building entirely. Interestingly, an mp_crash remake here had the same exact problem but worse!"
- I really think i fixed it this time.The problem was I had placed a spawnpoint in a noclipped part. Which took me a while to find. I put actual playerclips in the empty buildings in case the parameter's to spawn get overrided by somewhat player commands.
(I use spawns and parameters instead of autospawn random.)

"Actually, one thing that impressed me was the Bot pathfinding."
- It amazed me too. It's actually the nav_generate function which 'auto-scans' your map


"That's why you need the FOV Changer. COD1's FOV doesn't scale in widescreen, so you ended up making a lot of the areas too big or too small based on the first-person view. "
-But but but I don't like COD's fov. That's why I play CS. I admit it should have modifications, but overall happy this is my first map this size. Which I did under a week. some areas are compromised for the SDK.

Even if the graphics have some drawbacks of being a noob-mapper. I still had loads of joy already playing it with friends.

Replace the awful sky texture, remove the sun effect, and add in the hills.
- done
Last edited by moxl; 4 Sep, 2015 @ 8:09am
MuscularMelvin 5 Sep, 2015 @ 11:03pm 
Originally posted by moxl:
It's a map from the time when call of duty was still a valid option to play. It's from the time it was still fun to play.
Of course I know that (though I didn't play COD1 and UO until this year), but most people--especially in the CSGO community--have a hateboner for anything COD-related.

I made some changes to the sun's parameters, even 'taking out the sun'. lowering the general light. The light's i'm still working on.
Okay cool, the interiors should be brighter though so anyone outside is not at a total disadvantage.

I don't own a copy of cod4. I only have 1 and united offensive. That's where I played it.
Little late for COD4, then. Still gets a lot of players in 2015, but they're all idiot noobs and aimbotting losers. If you're GN1 or above, you're guaranteed to get 25 more kills than 2nd place in a non-hacker server.

The COD4 version was pretty terrible, it was very spawncamp-friendly and kind of ruined the flow. It did brighten up the interiors to contrast with the dark exteriors, though. The COD2 version added a destroyed truck for cover in-between A and B to nerf sniping.

It amazed me too. It's actually the nav_generate function which 'auto-scans' your map
The auto-generate feature is generally pretty terrible, but I guess it works wonders with simplistic maps like the outdoor parts of Carentan. If you ever learn how to make nav files, I suggest you put walkable space inside the upstairs parts, the bots don't seem to use them so humans can camp upstars the whole game and win.

But but but I don't like COD's fov. That's why I play CS. I admit it should have modifications, but overall happy this is my first map this size. Which I did under a week.
http://sourceforge.net/projects/callofdutyuofov/
This is what you need. Some areas are very out of scale, especially Bombsite A and the two spawns.

done
Well, the new sky already makes the map much less ugly. The hills are a good start for a beginner, but obviously need work (not distant enough). There's still some jarring worldtears though, like near the chicken coop. The map is getting better though, slowly but surely.
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