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[CS:GO] cp_altro

  • aaaaasdasdasdasdasda
  • August 17, 2014 at 4:54 AM
  • aaaaasdasdasdasdasda
    • August 17, 2014 at 4:54 AM
    • #1

    Hey!


    Been working on this for a while, it's a capture point map. Not quite done, there's still the little things like capture point signs (There's no C decal!) and soundscapes. Movement needs to be smoothed out a lot in some areas too.


    It's pretty experimental since there was no good basis to design my map around but the almost symmetrical layout should mean it's okay.


    [Blocked Image: http://i.imgur.com/1asPVnl.jpg][Blocked Image: http://i.imgur.com/FCV7R0x.jpg][Blocked Image: http://i.imgur.com/5uhfypK.jpg][Blocked Image: http://i.imgur.com/rO4fbRC.jpg][Blocked Image: http://i.imgur.com/tS73jDA.jpg][Blocked Image: http://i.imgur.com/M9axfkr.jpg][Blocked Image: http://i.imgur.com/qqnrUcp.jpg][Blocked Image: http://i.imgur.com/maC154p.jpg][Blocked Image: http://i.imgur.com/Xg3AvlU.jpg] [Blocked Image: http://i.imgur.com/5dTSQbL.png]

    I'd love for any feedback you have.

  • ESToomere
    • August 17, 2014 at 9:10 AM
    • #2

    I know there are the CP models but does this actually work as a gametype?

  • aaaaasdasdasdasdasda
    • August 17, 2014 at 10:09 AM
    • #3
    Quote from ESToomere

    I know there are the CP models but does this actually work as a gametype?

    Yes, all of it is from the cp_dust2 example map.

  • El_Exodus
    • August 17, 2014 at 2:16 PM
    • #4

    Let's definitely playtest this in the near future!

  • TheGuma
    • August 17, 2014 at 4:03 PM
    • #5
    Quote from El_Exodus

    Let's definitely playtest this in the near future!

    Near future? Heck, let's do this now!

  • Spherix
    • August 17, 2014 at 8:58 PM
    • #6

    If you need any help modifying the CP script (if you plan to that is) send me a nudge, I practically know it by head

  • TheLukas
    • August 19, 2014 at 7:45 PM
    • #7

    Looks nice, I would really like to test it

  • aaaaasdasdasdasdasda
    • September 5, 2014 at 7:52 AM
    • #8

    Decided to go ahead and release the map today, with minor changes based on the great playtests that were held.

    Check it out:

    http://steamcommunity.com/sharedfiles/fi…s/?id=310075995

  • ElectroSheep
    • September 5, 2014 at 9:34 AM
    • #9

    Looks too dark for me.

  • Deh0lise
    • September 5, 2014 at 4:38 PM
    • #10

    Imo light is fine, but the bridge (arch) looks strange, probably because it is in diagonal and doesn't seem to be any other bridge. I haven't tested it yet though.

  • TheGuma
    • September 5, 2014 at 8:53 PM
    • #11

    We were play-testing this on Mapcore Event. It was awesome, I'll admit! Everyone seemed to enjoy it. The only problem i found was that the T and CT spawns were too close to each-other. It feels as if it's too easy to Negev rush it.


    I think making spawns farther away would make it harder but more rewarding!


    Also, some players complained the map was too cramped. Or so to say.. Tight.

    These are some issues that might need to face-lift the map, and i believe would be hard to do, but if you would, that would be awesome!

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