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Complex

  • Logic
  • September 28, 2015 at 2:34 PM
  • Psyrius
    • April 22, 2016 at 9:59 AM
    • #41

    Looking forward to see how this evolves :)

  • Logic
    • April 22, 2016 at 11:03 AM
    • #42
    Quote from Psyrius

    1 hour ago, Psyrius said: Looking forward to see how this evolves :)

    You can take a look anytime you want ;)

  • Logic
    • May 30, 2019 at 6:28 PM
    • #43

    It's revive time!

    Complex (de_complex)

    This project was never really dead and have been a great learning process for me. The old theme and layout may be long gone, but to me, this is still the same map I intended to make back then.

    So, the name stays...

    It took me a long time to figure out you need a strong central theme, and I think I found mine. The map is based on the Temple of Philae, an Egyptian temple complex located on an island in the Nile.

    Workshop link

    More images below!

    Spoiler

    Playtest soon! Have to make sure that everything in this version works first.

  • Logic
    • June 13, 2019 at 11:39 AM
    • #44

    After taking some time to gather and break down the feedback it's pretty obvious that there are a few major flaws with the map in it's current state.

    1. T's are very limited when going mid, mainly because of the awkward S-curve I added to keep T's from getting to mid too early. I will redesign this area to make it more interesting for attackers.
    2. T's are very limited when going B. While the hard chokepoint is intended it's no fun for terrorists to stand around and wait while smokes are up. I will connect this area to mid more to give attackers something to do mid-round.
    3. It's safe to say that I have a scaling issue and that the map is too big because of it. While the theme features large structures I kinda went overboard with the scale. I have started to scale things down and will probably try to make the map 20-25% smaller.

    Thank you to everyone who have provided feedback so far!

    Slow progress this week. Haven't been able to get much done, but regularly posting some progress might help out. We'll see...

  • Interfearance
    • June 13, 2019 at 12:23 PM
    • #45

    Maybe this will fix mid timings while maintaining flow. You can even make the stem of the "T" parallel to the left side of it to increase timings (in blue)

  • Logic
    • June 13, 2019 at 12:49 PM
    • #46

    I clarified my post a bit.

    Quote from Logic

    1 hour ago, Logic said: T's are very limited when going mid, mainly because of the awkward S-curve I added to keep T's from getting to mid too early. I will redesign this area to make it more interesting for attackers.

    I don't want T's to get too mid too early.

    Quote from Interfearance

    21 minutes ago, Interfearance said: Maybe this will fix mid timings while maintaining flow. You can even make the stem of the "T" parallel to the left side of it to increase timings (in blue)

    I will test it out. Thanks for the feedback!

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