Months in the making, I’m happy to announce the release of my competitive version of CS:GO’s train, named de_train_ve.

Download on Steam Workshop:



http://steamcommunity.com/sharedfiles/filedetails/?id=171336276



Update (August 21, 2013 @ 1:05:00 AM EST):

Fixed glitch causing the radar not to properly track player movement

Fixed missing strap on missile box in the inner bombsite

Over the past year, it’s been such a pleasure to watch my first CS:GO map, de_nuke_ve take off. The best leagues and tournaments in the world were quick to switch to the map for competitive play and not long after, Valve took what I built and implemented the changes into the live game.

I hope that the changes I’ve made to de_train will have a similar impact on both the competitive and casual CS:GO communities. As always, I welcome any league or tournament to feature this map in competition.

I want to thank the community for the overwhelming amount of support I’ve received and hope that you find as much enjoyment in the new competitive de_train_ve as I do.

Why I Created de_train_ve

Of the official maps, de_train is one of the least played maps in both competitive and casual play. Similar to de_nuke, changes to de_train in CS:GO greatly changed and limited the amount of different playstyles available compared to previous versions of Counter-Strike.

Similar to my changes to de_nuke and the layout of de_cache, the primary driver behind changes to de_train was simplicity. Hopefully by modifying angles, opening up the layout, repositioning trains, removing clutter and gaps from props, de_train_ve will be a more balanced and enjoyable map for competitive play.

Changelog

Map-Wide



Ladders have been added to the backs of all trains, rather than the sides

Height of trains has been reduced

All cracks found between train wheels have been eliminated

All trains modified to allow player to crouch and move underneath trains

Reduced size of elevated flooring in “A” and “B” bombsites to allow player to move underneath trains

Subtle lightning has been added underneath all trains to improve visibility and decrease the chance of player models being able to hide in shadows

T spawn points moved slightly forward

Adjusted CT spawn points to have more variety

Hanging light fixtures no longer block player movement

“A” Bombsite

Moved the bomb train from the middle of the yard to the CT-side of “5 lane”. This allows playstyles on the map to be more similar to those in previous versions of Counter-Strike while providing terrorists with slightly easier access to the bombsite.

Added an electrical box between 4 and 5 lane. New box provides cover from CT-mid (“Z”) for T’s planting the bomb

Simplified layout of “T-Tower” and also increased the depth of the tower’s platform

Simplified layout of “CT-Tower” and also decreased the depth of the tower’s platform

Added a long rectangular missle box on top of the bomb train

Moved short ladders located on the middles of the bombtrain to the ends of each side

Modified bomb train so player can jump onto bomb train from any angle, instead of just the ends and via ladders

Increased height of T-middle entrance to “A” bombsite to allow for more nade options and increased visibility

Under “T-tower”, removed beams that restricted player movement

Added white paint to the end of CT-alley so player model no longer blends in to the wall

Added white paint to the end of lower CT-spawn, behind the hump, so player model no longer blends in to the wall

Added white board to CT-mid (“Z”), so player model no longer blends in to the wall

“B” Bombsite

Added additional train model to “2 lane” on the CT-side

Added additional train model (generally referred to as flatbed) to the “1” lane on the T-side

Added a long rectangular missle box on top of the bomb train

Moved short ladders located on the middles of the bombtrain to the ends of each side

Modified bomb train so player can jump onto bomb train from any angle, instead of just the ends and via ladders

Player can now stand on top of tall ladder, found on the upper side of the “B” bombsite

Other

Created more space in the ladder room. Modified the angles to allow for more flexibility when excecuting strategies

The cubby on the T-side of alley has been blocked off

Widened portions of the alley, allowing for different gameplay opportunities for both CT and T players

Added two spammable boxes to replace the sandbangs. New boxes are flush to the wall to eliminate unnecessary gaps between objects and the wall

Replaced both water tank props in brown hall with two eletrical units. Player can now more safely use props for cover rather

Added aesthetic detailing and props to T-spawn

Added aesthetic detailing and props to white halls

Removed short wall that blocked player movement in T-middle

Blocked out cubby in T-middle

In T-Spawn, heading towards alley, pushed green dumpster up against the wall

In T-Spawn, heading towards alley, blocked out visibility through the fence when in the dumpster room

Player can now jump on several small existing power boxes located on walls

Removed ledge above CT-spawn stairs

Added pipes by CT-spawn stairs to prevent player from hiding behind the wall

In CT-mid (“Z”), player can now stand on existing elevated platform

Bug Fixes and Optimization Improvements

Removed fog

Eliminated clipping issues when shooting bullets near ladders and train edges

Eliminated clipping from new electrical box

Clipped all staircases so player moves smoothly along the stairs

Railings in the T-Tower, CT-Tower and along the upper “B” bombsite ramp no longer block bullets or nades

Changed the windows in the white halls to be translucent rather than reflective

Fixed bug where player could stand on invisible ledges found along the backwall between upper and lower entrance to “B” bombsite

Fixed bug where player could get boosted onto a pipe in “6 lane”

Fixed bug in alley ceiling where nades were previously blocked despite the space being open to the sky

Cleaned up brushwork in Hammer World Editor

Cleaned up compiling errors in Hammer World Editor

Applied the nodraw texture to brushwork that is not visible to players

Minor FPS optimizations

Eliminated Elements