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[WIP] cs_mass

  • Vilham
  • June 1, 2015 at 11:48 PM
  • Vilham
    • June 1, 2015 at 11:48 PM
    • #1

    A map I started working about a year and a half ago, never got round to finishing it so am finishing it for this contest if i can.

    Hostage rescue map set in a derelict church undergoing renovation. After a getaway gone wrong T's have hostages in the back of the church and the CTs have to break in an rescue them.

    It requires a hell of a lot of work to get it finished, needs a bunch of custom meshes, more playtesting and massive art/lighting pass.

    Isn't on the workshop yet.

  • 2d-chris
    • June 1, 2015 at 11:52 PM
    • #2

    Nice man, remember you showing me this :D

  • El Moroes
    • June 2, 2015 at 9:05 AM
    • #3

    I remember the playtests :D haha. Good luck for the contest !

  • jackophant
    • June 2, 2015 at 10:28 AM
    • #4

    it returns! one of the first maps i play tested here.

  • Xanthi
    • June 2, 2015 at 10:45 AM
    • #5

    That looks neat!

  • Recki
    • June 2, 2015 at 10:45 AM
    • #6
    Quote from jackophant

    it returns! one of the first maps i play tested here.

    Same here. I think I playtested it before I was even registered on the forums :D

  • Vaya
    • June 2, 2015 at 10:57 AM
    • #7

    Looks pretty good! I think the front of the church should have a big ass stain glassed window


    [Blocked Image: http://thumbs.dreamstime.com/z/colourful-rose-stained-glass-window-panel-edinburgh-scotland-october-st-giles-cathedral-scotland-uk-48217015.jpg]


    (mapcore cube in centre optional)

  • Vilham
    • June 2, 2015 at 11:06 AM
    • #8

    Thanks guys.

    Yeah Vaya that was always the intention, the front would have a unique facade. I like the core idea.

  • Dayjay
    • June 3, 2015 at 8:40 AM
    • #9

    Not sure if someone else noticed yesterday since I wasn't in Teamspeak but you can collide with this window thing.

  • DuongC
    • June 3, 2015 at 6:05 PM
    • #10

    One of the few cs maps I've seen entered for the contest, I hope atleast one cs map will make it to the finals

  • oT.Ter
    • June 4, 2015 at 2:28 AM
    • #11

    love the brushwork in the church, cant wait to see it with art and lighting implimented

  • esspho
    • June 4, 2015 at 8:35 AM
    • #12

    I felt that this spot should either be closed up or brightened up.

    The overall underground area may be a little to long / narrow.

    Really nice setting. Good luck at the contest!

  • Vilham
    • June 4, 2015 at 10:11 AM
    • #13

    thanks for the feedback guys


    esspho yeah someone has mentioned that the ceiling is too low, will lower the floors I think and block that up with wood, then it can be a wallbang spot but not something you can peak through. Also thinking how I can make it more of a mid rotation instead of a route for the CTs, I might close off the CT entrance entirely and add a route that goes to the garden area.

  • Vaya
    • June 4, 2015 at 10:14 AM
    • #14

    I would turn the ladder area into a collapsed floor. Would improve the flow of that area.


    Edit - I would be looking at reducing the playable area too. reduce the amount of paths and increase cover in some areas to lower the flanks.

  • Vilham
    • June 4, 2015 at 10:19 AM
    • #15
    Quote from Vaya

    I would turn the ladder area into a collapsed floor. Would improve the flow of that area.


    Edit - I would be looking at reducing the playable area too. reduce the amount of paths and increase cover in some areas to lower the flanks.

    the ladder was an attempt to reduce the amount of areas Ts really have to watch due to the noise required to use it. However I agree that it hasn't worked entirely. The basement is trying to be too many things at once, a mid rotate and a main route for CTs to use. I think it should probably just be a mid rotation.

    Basically it would leave the front entrance, the garden with the sniper alley and the flank and a mid rotation from the garden to the opposite side of the church.

    [Blocked Image: http://www.cyburbia.org/gallery/data/500/flrpln.jpg]

    That leaves 2 main chokes, the left most part of the nave and the ruined south transept leading into the garden

  • jackophant
    • June 4, 2015 at 10:54 AM
    • #16
    Quote from Dayjay

    Please call your knife "Just the tip"

    @Vilham I think the underground area needs to be streamlined a bit, right now it feels like you can be shot from anywhere, especially through the gated areas.

    The rescue zone is quite expansive, and while CTs might not have to travel far into it, it's a large area to scan and still very easy for a T to sit back with an AWP.

    It's also a little easy for Ts to push round the outside rout and cut CTs off very close to spawn. Maybe somehow adjust it so that the 2 doorways are the natural chokepoint?

    It's good to see you working on it again :)

  • LapnLook
    • June 9, 2015 at 7:29 PM
    • #17

    When this comes out, someone should reenact the chruch scene from Kingsman with like 40 players :D

  • Sprony
    • June 10, 2015 at 10:59 AM
    • #18

    Nice work on the arches!

  • Vilham
    • June 12, 2015 at 11:02 PM
    • #19

    did some work on the layout while in London, garden wise and catacombs wise based on the last playtest, haven't had a chance to begin with assets yet though, hopefully should get a playtest next week with all the changes. Some are fairly big and should help with the issues people addressed last time.

  • Quotingmc
    • June 13, 2015 at 1:21 PM
    • #20

    I personally think that cs_mass isn't the greatest name. I understand the religious reference to mass but it doesn't scream church to me. I think you should possibly consider some other names :)

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