Sup, I'm trying to make a competetive oriented map with common layout, waiting your thoughts about it. ![]()
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Sup, I'm trying to make a competetive oriented map with common layout, waiting your thoughts about it. ![]()
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Looking good so far - but you have a lot of tight hallways, especially around the B-Site. Can we have some more Screenshots? Mid looks very interestig!
CT middle view
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T middle view
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Middle overview
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A site from T side view
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A to middle connector view
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B site view
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T to B view
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I like it! It looks really interesting. Something tells me you've done this before ![]()
The layout is really interesting! I think this can become operation worthy when the map is done.
Sup again, checkout out updated bombsites.
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This is really cool actually, you also seem to have an idea on how to make maps pretty, which is awesome. B seems a little, normal, I guess. It's just sort of standard, which isn't bad of course, but severely decreases the potential of the map.
Middle and B remind me of Cache from the overview, this is a good thing
Looks good!
Is there a download?
I'm itching to give it a go, looks great from the preview.
Quote from Andre ValeraIs there a download?
I'm itching to give it a go, looks great from the preview.
You can download it via workshop http://steamcommunity.com/sharedfiles/fi…s/?id=383684977, also there is a mapcore playtest at 26. I'm really looking forward to feedback!
What a simple fun layout, really simplistic but it can easily become a classic one with really nice details. One thing though, imo, there is enough cover everywhere already, dont fill the place with crates. Everything feels clean but B needs abit more to it, rest feels good already and maybe T entrance into A could need a tune up for that extra fun factor.
Keep it up! ![]()
Sup again. Checkout new major update, including A bombsite improvements, new CT to B connector, middle changes(T side), and reducing map size.
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Sup. Another minor update for tomorrow playtest. Also updated workshop link.
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How do you make such a good radar?
I just combine levelview screenshot with another with r_drawstaticprops 0, then decrease saturation and then add color to crates and other stuff.
Tonight's playtest was really fun, this is one of the best new layouts I've played for a while. Timings and scale are pretty much spot on. Mid has a great sense of progression. I guess the only negative is as somebody said ingame (I think maybe Tomm?) bombsite A possibly has a few too many angles, but this wasn't game-breaking.
When it comes to the final art passes, be careful not to go overboard on the chain-link enclosures (at least where they're looked upon from long sight-lines) as these often camouflage player models pretty badly. I only mention it because a couple of times I had trouble spotting people against at least one of these (just off the first left-hand branch of Mid if you're coming at it from T side).
Sup, big gameplay and architectural update. Checkout it ![]()
Workshop link
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Some screens here:
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Looks interesting ![]()
Sup. Changes I made after playtest feedback (trying to reduce CT advantage):
Current layout:
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A site in current state:
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If you have thought or suggestions about layout i will be glad to hear it!
Cheater on playtest! ![]()
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not sure if I meantioned it in the playtest but I think the CTs should have no access to heaven from A. It should at least be a semi-difficult jump.
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