Hi, long time no see...
For those of you that don't know me, mr.P, old hldm level designer and been doing some other various stuff for different mods in the past! ![]()
This is my first contribution in a very long time! Please read it all before the flaming begins ![]()
About the map and the changes:
I love Aztec! I think it's a fantastic map all cred to Narby aka Barney (is he still around here?) I remember when it was first released and we played it to death!
Recently I started playing the map again (after it had been added back into rotation on the cs:s-server I'm playing on) I found it a bit to T-sided (that you probably know if you have played it)
I don't say the T can't win, just that it's a bit hard on a public server where half the team lacks a mic and most people want to go renegade; playing this map after all these years resulted in a little re-balance; while the map in itself is beautiful (cs:go looks amazing) I wanted to make sure as much as possible stayed the same, this is what I've done in the current version:
- Added connecting hallway around double doors into B-site (T-side now has three options on upper level, double doors, connector and bridge room)
- Added a jump from the bridge to the connecting hallway (CT-side access to the new hallway)
- Added water side connecting path to ramp at B-bombsite (T-side now has two options at water level, the regular - long, and the new connecting corridor)
- Added more covers at water level near B-bombsite (prevent stair sniping and double lock down)
- Added connecting corridor between B-bombsite pre-room (CT-side) and middle area (possible for T to go "middle" and use the new areas to reach both B- and A-bombsite without running around the entire map)
- Removed the rain (not intentionally by design, but I kinda liked it; so decided not to re add it, the feeling on the map is still very humid)
- Changed the textures on the ground and rocks (couldn't find all the original textures used, and I wanted to brighten up the map a bit, still could use some rock-path around to break up the tiling - perhaps I'll add it later if people find this version of the map fun to play)
- Change placement on some covers and props to better fit the modified areas
- Moved T-spawn back slightly
I would be very happy if you guy would test it out and provide with any feedback!