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de_veranda [WiP - Alpha v4]

  • Kraken_Lord
  • June 8, 2015 at 3:48 AM
  • Kraken_Lord
    • June 8, 2015 at 3:48 AM
    • #1

    Workshop Link: http://steamcommunity.com/sharedfiles/fi…s/?id=455599346

    A classic defusal map set in some small, sleepy, and historic Italian town somewhere in Italy. The T's are trying to destroy the local wealthy family's storage wing of the manor, having gained access to their backyard. If that fails, they shall destroy the old bridge that leads out of town, disrupting the local pedestrian and equestrian traffic.

    Heavy WIP, requires playtesting and feedback.

    AS OF 6/12/15

    Mid.

    T Window/Sniper Roof from T -> mid connector


    A view of A. If you move further up, a T window can watch over the site while the rest of them move down- they must pass through or past the fences at the far end of the map. Beneath the bridge is a connector to the bridge from CT side.The passage under the roof goes to mid and the CT sniper spot. A T balcony watches from the right, but to access it you must be seen by CTs unless smoked.

    Another view of A from the T manor window.

    A connector to Mid

    Bombsite B. That spot behind is a flank spot; there is a passage under the bridge that leads to the other side as well. The window to the right is a nade/boost spot. Both sides have sniper spots - CT window at the left and T balcony at the right. The balcony is adjacent to T entrance proper, which cannot be seen by CT window. The site is only on top of the bridge. Connector to mid fits in from the left

    T -> A

    T -> B

    A total overview of the map

    Annotated


    Thanks for checking this out! Please give some feedback if you can!

    Images

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  • P1g3oN
    • June 8, 2015 at 10:58 AM
    • #2

    This is the mother of connectors.

  • jackophant
    • June 8, 2015 at 11:51 AM
    • #3

    I agree, paths look like they could be simplified a little bit.

    If you took your aerial screenshot with "cl_leveloverview x" (replace x with a value, 4 is a good starting point) it removes perspective so walls are not longer an issue.

    It's all detailed in the pinned post in this sub-forum ;)

    Good luck

  • tomm
    • June 8, 2015 at 11:54 AM
    • #4

    [Blocked Image: http://www.huybers.net/maze/maze41.gif]


    no, sorry that was a bit rude, but from what I see the layout is extremely complicated, people will get lost very easily.

    I think you should start simplifying this.. mid looks very complex, the path at the top right corner feels unnecessary, etc.

  • MaanMan
    • June 8, 2015 at 6:10 PM
    • #5

    Spoiler for anyone trying to solve the maze

    Quote

  • Kraken_Lord
    • June 12, 2015 at 2:32 PM
    • #6

    Yeah, I feard that would be the issue. Anyways, I've updated it (but not enough as to simplify the connectors :/)


    Here it is as of right now:

    The CT sniper spot at mid might be overkill, you guys are probably right. In addition to removing it, I'll try to simplify the connectors. That blue tarp at mid is a blocker btw, which is accessable through the roof/boost. The roof at A site is blocking the underpassage/connector to mid.


    UPDATE: I've removed the fluff that is the A connector, and also *slightly* shortened CT sniper window at B. Thinking about it now, I could probably shorten off T -> A path, as right now it's two floors and gives CTs a bigger advantage as they take over way too much of the site, and also simplifying the CT window spot to just an exposed ledge with cover.

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