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[CSGO] de_innsbrook


onebit

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I'm with exodus on this, I remember the playtest as well and those tunnels were a maze that didn't offer any real gameplay, just somewhere to get lost.

 

It was also the first time general vivi play tested from EU :D

 

There were also a lot of pixel gap camping spots that were highly abusable such as the boundary between "middle" and "shed". The raised platform in the warehouse had a window which CTs could push up to totally unchallenged and fire down at Ts barely being visible.

 

I did love that slightly raised metal shutter on the corner of the A bombsite building and "top of mid" (surely just CT mid?)

 

Coming back to B again, it looks like the only route to B for CTs is the underpass? otherwise they have to pretty much go via mid? Or through B and up and over? That just seems far too convoluted.

 

TLDR, I really quite liked A for it's gameplay. B is way too convoluted and CT sided if Ts have to plant in an exposed pit

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yeah jackophant, I fixed a lot of those issues.

CT can use underpass to lower B, but they have plenty of time to go through Top of Mid to B. The quickest route to Top of B is actually Underpass to Wall!

And yes, planting at B is quite the risk, which is why T have two entrances at the Top of B.

 

Not sure why the old version is criticized?

Edited by onebit
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We are because old tunnels = current tunnels. I opened the map that we playtested months ago , same exact layout... It wasnt simplified.

gmdYazL.jpg

 

Bombsite B paths are weirdly shaped, weird angles. Maybe work on that if you dont want to change the layout too much.

Why does everything have to be 90°? Edited by onebit
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Looks like you just got rid if one tunnel? Or is the overview on the "New" one out of date?

 

The thing with mapping is when you're the mapper you have an omniscient knowledge of the layout from the get-go so it can be difficult to understand when other players don't really "get it" straight away. With your intimate knowledge of that area I bet there are all sorts of fun strats you can pull off by using sound and angles to your advantage, but the average player isn't going to give it a second look if he can't get a handle on the area within a few rounds of play.

 

I've not played either version of this map, but from the overview it really does look a bit of a crazy rat-maze and to be honest that turns me off downloading it.

 

If you ignore such a common criticism you have to do so in the knowledge that your map probably won't get played much.

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