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Japanese Themed Map [CS:GO]

  • Andre Valera
  • February 5, 2015 at 10:27 PM
  • onebit
    • February 21, 2015 at 2:24 PM
    • #21

    That never intersect.

  • Andre Valera
    • February 22, 2015 at 7:09 AM
    • #22

    [Blocked Image: http://i.imgur.com/lI6R6dx.jpg?1]

    The current layout, looking forward to testing out the new B Site.

    Added vents from Tside Mid to Tside Horseshoe.

    Also added Bhalls from LongB to Mid to B connector.

  • Vaya
    • February 23, 2015 at 12:41 PM
    • #23

    Bridge is currently OP:


    - gives a massive advantage to CTs as you cannot block their view down to the B enterances with smokes easily. I suggest adding a partial back wall to this to make landing nades easier.

    -cover up parts of the overpass too to make CTs positioning more predicatable. Ts should have a good idea where to aim considing the angling is already uncomfortable for them. Maybe cover up with sinage ala below:


    http://1.bp.blogspot.com/_-pqrQDrwPkE/T…-overpasses.jpg


    - Remove the vent and replace with a alleyway- a tight but straight downstair. The vent is a bit twisty and I don't think it fits the theme that well. Make it relativity easy for Ts to smoke mid and enter (maybe a sign midway to bounce it off of?)


    -Fix the spawns

  • Andre Valera
    • February 23, 2015 at 4:52 PM
    • #24

    [Blocked Image: http://media-cdn.tripadvisor.com/media/photo-s/01/b5/f4/49/overpass-walkways-near.jpg]

    I think the roof on the overpass is going, maybe just lob smokes and flashes over the glass panels.


    Also, calling this one Festival (de_festival)

  • Vaya
    • February 23, 2015 at 4:55 PM
    • #25

    Nice idea. would it be breakable/spammable?

  • Andre Valera
    • February 23, 2015 at 7:11 PM
    • #26

    https://drive.google.com/file/d/0B2JGQk…iew?usp=sharing


    Here's the site only if you're interested in taking a look.

    There's plenty of ways to smoke the site, and a few more difficult ways to smoke the middle of the bridge. There's also a way to smoke CT side of the bridge if the T's take control of Mid.

    http://imgur.com/a/lA2Wi

  • Andre Valera
    • March 4, 2015 at 8:28 AM
    • #27

    [Blocked Image: http://i.imgur.com/u8cq2FN.jpg?1]


    Updated the B site! Currently working on smoothing out the brushes near stairs.


    https://drive.google.com/file/d/0B2JGQk…iew?usp=sharing

  • 8bit
    • March 4, 2015 at 1:08 PM
    • #28
    Quote from Andre Valera

    Updated the B site! Currently working on smoothing out the brushes near stairs.


    https://drive.google.com/file/d/0B2JGQk…iew?usp=sharing


    Ahhh, just what I was waiting for .

    Upper part of the bridge looks much cleaner now, more so now than before. I really like what you did with the right side of the bridge (when going up the stairs as T), you can now come out behind it, feels solid and I imagen seeing see alot of close clutches in that area

    Underpath starting close to T spawn at the beginning of mid, that could be eliminated keeping only the path from middle of mid to B, like in the edit i did below.


    http://i.imgur.com/ejzsp4A.jpg

    Reason being is that the T covering mid can easily/effortlessly rotate to B from T spawn or if the team switches for A site, he'd just jump into vents and be out of sight really fast. To me it feels like an extra path that is not needed since you have one at the middle of mid doing the same thing.

    Mid, imo, is a battle of will so to say, (well, every entrance leading somewhere should), but I mean for an awper. For an awper clearing mid forcing T's to peek if they wanna pass tords B, that feels good when you are the one taking care of things not letting them pass (think mid catwalk on Dust2). Now, If you give T's too many escape routes/choices that early in the round/map, things gonna feel bit too easy for the T holding mid and what could have been a great battle @ mid, wouldnt take place. Maps should be abit CT sided since it's the T's that needs to blow shit up, but not as CT sided as de_nuke though, lol.

    Regarless, changes to the brigde and site are coming along nicely, keep at it man!

  • Bodd Jonar
    • March 4, 2015 at 7:30 PM
    • #29

    I haven't tested the maps for months I think, But I remember the train under the middle, I loved that.

  • Andre Valera
    • March 4, 2015 at 7:39 PM
    • #30

    8bit

    Excellent suggestion, a few people have mentioned that the Halls from T Mid towards Alt Mid or Lower B Just weren't anything exciting to look at and simply dismissed their existence. Since the T's have the jump towards B initially rotating through the Lower B connector towards Mid could be a substitute for the Alt Mid path that existed originally. Again I'm surprised it took this long to make the change but I appreciate the suggestion, the T's can't always have the easy way out and now it will cost T's a few extra seconds if they decide to try their luck at Mid.


    Bodd Jonar

    The memory of those trains still exists in the current versions.

  • onebit
    • March 4, 2015 at 10:13 PM
    • #31

    I think the red guy should have more of an advantage over the blue in case ct take mid.

    [Blocked Image: http://i.imgur.com/tZMwQJh.jpg]

  • Andre Valera
    • March 8, 2015 at 6:44 PM
    • #32

    Quick preview before the March12th play test


    B Site on Bridge

    [Blocked Image: http://i.imgur.com/snMagbKl.jpg]


    B Site from CT entrance

    [Blocked Image: http://i.imgur.com/Eh2rLl1l.jpg]


    Long A, Buildings smoothed out for flashes and smokes

    [Blocked Image: http://i.imgur.com/fUXp0eol.jpg]


    Mid looking alive

    [Blocked Image: http://i.imgur.com/jRVRGwul.jpg]


    T to Long A

    [Blocked Image: http://i.imgur.com/cA3Z1Vol.jpg]

  • Muffin
    • March 10, 2015 at 4:57 AM
    • #33

    It's looking really nice. The theme works as well.

  • hamilton5
    • March 10, 2015 at 12:09 PM
    • #34

    that dev theme works well yeah! hope the little boys can handle all those curves!

  • Guni
    • March 10, 2015 at 12:35 PM
    • #35

    Looking a lot cleaner since last playtest. Hopefully Tree boost is going to still be a thing

  • ElectroSheep
    • March 10, 2015 at 1:11 PM
    • #36

    How dare you using my tf2 textures in a csgo maps ??? i will report you :(:(


    Nah kidding, good job

  • Andre Valera
    • March 11, 2015 at 2:50 AM
    • #37

    Guni Hoping to bring in some of the lighting back from the Jan19th version. I'm sure there's still a few spots to be exploited in the next playtest, though the tree is now an apartment building


    @3Dnj koth_king is a big influence on this project, and all the textures are just placeholders!

    https://www.johnsto.co.uk/design/making-dust

    Dave has been a major mentor of mine for the last several years (he may not even know this yet) so it's only proper to borrow some tf2 textures until the art pass is in progress.

  • Andre Valera
    • March 12, 2015 at 9:35 AM
    • #38

    The layout for the play test today.

    [Blocked Image: http://i.imgur.com/DFIV0e5l.jpg]


    Quick preview of the new A Site

    [Blocked Image: http://i.imgur.com/iYLKE9Wl.jpg]

  • Drakeee
    • March 12, 2015 at 9:41 AM
    • #39

    What time is the playtest? Is there a link to dl the map? I could join ^^

  • hamilton5
    • March 12, 2015 at 11:30 AM
    • #40

    no link as its still dev/beta... do watch out for the train coming at you T spawn!

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