Ok, the time has come to post here. Last time I was at mapcore it tended more toward UE3 than Source, but as CSGO seems to have revived interest in Source in Mapcore (v.g museum, favela, etc) I can't miss this post. Hope you guys don't mind.
I've just released de_rust_b2 for CEVO/GB contest and I'm searching for feedback to improve it. Gameplaywise it suffered many modifications since b1 and although I think they are an improvement, rust really needs an intense test to find out.
Visually de_rust sticks with the simple clean textures look with few props to ensure players will spot others fast and keep a high framerate. I may add few pebbles and broken bricks here and there in a latter release, but in any case it will look similar.
The Layout doesn't follow the standard eight pattern and may confuse some players at first. Bombsite A (rocks one) is quite clear: T get in from cave or mid, and CT hold on catwalk or plataform. On the other side, bombsite B is more a secondary bombsite, it takes a bit longer but offers many sneaky ways to reach it: straight vents route, roof vents, or even smoke mid and go ctspawn b (controlling support going B aiming bridge windows). Strategically I think it offers many original ways to cover (v.g B from up or down bombsite) and attack (v.g smoke mid and boost teammate A plataform on broken wall spot).
Additionally, there are many surfaces you can shoot through (even walls), which does give some good players a big advantage (v.g cover B shooting wood, or below shooting though grate when you see the shadow of a CT defusing)
Download:
http://csgo.gamebanana.com/maps/173647
http://steamcommunity.com/sharedfiles/fi…s/?id=139343158
Some screens:
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Hope you like it!