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de_aztec (cs:go) (tweaks/remake)

  • mr.P
  • June 17, 2013 at 4:32 PM
  • mr.P
    • June 17, 2013 at 4:32 PM
    • #1

    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!

    http://steamcommunity.com/sharedfiles/fi…s/?id=153156929

  • Zyn
    • June 17, 2013 at 5:41 PM
    • #2

    Oh god, I thought you were dead.

    Quote

    RIP Leveldesign.nu

  • mr.P
    • June 17, 2013 at 6:46 PM
    • #3

    long time!!!

    will be back in Swe in a few days (just for vacation )

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