[Blocked Image: http://i.imgur.com/YmhohJm.jpg?1]
Just a quick idea. Maybe move B site down and shift T spawn to the left?
[Blocked Image: http://i.imgur.com/YmhohJm.jpg?1]
Just a quick idea. Maybe move B site down and shift T spawn to the left?
Quote from Vertex[Blocked Image: http://i.imgur.com/YmhohJm.jpg?1]
Just a quick idea. Maybe move B site down and shift T spawn to the left?
That makes T's reach site as fast as CT's
Quote from MvllskDisplay MoreI liked the map and especially the levels of elevation, but there are a few concerns I have:
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Yellow/Green: Remove the second path mid, make it an alternative rotation route for A. This should allow rotations to be done much quicker and also enable CTs that are pushing A site to flank. Currently, A is a very passive spot to play, held mostly from mid and the window.
Red: Add a sight cover or a roof or something for the Ts to be covered from window. There are just way too many places you have to look, especially window and ramp. The container could be flipped to adjust for such a change to hope up the line of sight behind the red area. Also add a box or something to land on for CTs that hop out of window into A site.
Yellow/Orange: Add additional paths for B. Currently, holding mid cuts off B completely.
Blue: Move CT spawn back a bit, but only if a fall damage cancel option is added for the window room to accommodate A rushes.
These all made sense to me, so I put them in.
Version on the workshop updated!
New layout:
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Changes to old B. Narrowed it a little better to make for better engagement ranges, less of a killbox:
[Blocked Image: http://i.imgur.com/aLYnP9E.jpg]
Changes to A. Just out of frame at the bottom is a crate to break a fall for no HP loss, making the window a route into A for CTs. Added some cover for planting, put another shipping container on the other to cover the far entrance from the window and the ramp down. Also visible to the left is the now closed old passage from mid.
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New route from mid to A:
[Blocked Image: http://i.imgur.com/rcckoqM.jpg]
Other changes:
- Moved CT spawn back a bit.
- Added more clip brushes, removed some possible escapes from the map.
- Switched incorrect bomb sites in radar (fun fact, the first site you place in Hammer is A, the second is B)
- Larger and centered radar.
It takes a long time to get to b from terrorist side though.amiright?
Quote from MuffinIt takes a long time to get to b from terrorist side though.amiright?
that isnt necessarily a problem. It also takes long to take A on inferno for example. Or Season.
The power generator underneath A window has made the map much more interesting. You can boost there to get another very cool position to hold from. Overall, these changes really improved the playabilitiy of the map.
Quote from Mvllsk
that isnt necessarily a problem. It also takes long to take A on inferno for example. Or Season.
The power generator underneath A window has made the map much more interesting. You can boost there to get another very cool position to hold from. Overall, these changes really improved the playabilitiy of the map. Ok thanks, I'll be sure to playtest it tonight.
Scratch my earlier comment. It's actually veeeery nice, not just good. I realized how fresh and new the map now feels. There are so many strats that Ts can pull off here. It definitely took away the heavy ct bias the map had. I'd love to see another mapcore playtest for the map and especially a 5v5 playtest.
What timezone do all you guys follow? I can play in the 5v5, but the time differences ![]()
Quote from MvllskScratch my earlier comment. It's actually veeeery nice, not just good. I realized how fresh and new the map now feels. There are so many strats that Ts can pull off here. It definitely took away the heavy ct bias the map had. I'd love to see another mapcore playtest for the map and especially a 5v5 playtest.
Hey, glad you like the changes! Probably too soon to request another playtest, but a 5v5 would be interesting.
Trying to find a way to get more eyes on it, posted it in r/csgo and it sunk without a trace, got some good feedback in r/csmapmakers, though.
So I ran around on the map a bit. It looks great. But the middle area with the long path towards T side of B seems a little bland, and open.
Quote from MuffinSo I ran around on the map a bit. It looks great. But the middle area with the long path towards T side of B seems a little bland, and open.
Thanks!
I agree that spot is a little open. I had a shipping container thrown down in the middle there, but it was a little maze-like. Might try to add some simpler cover back in there, or kink that path.
Are there Mapcore 5v5 playtests? Or would that be something that'd have to be organized separately?
Thematically, pipes could probably work. There are 5v5 playtest, I suggest contacting RZL as he usually organizes those.
You could always friend a bunch of people and host your own private server with a 5v5 if your internet can support it.
Alternatively, you could simply make the long stretch to t side of b roofed in with lots of electrical equipment and clutter. This would also further optimize middle.
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