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Aztec Talk [Suggestions]

  • Tensei
  • October 29, 2015 at 5:15 PM
  • Tensei
    • October 29, 2015 at 5:15 PM
    • #1

    So hello. Reworking de_aztec, by continuing de_aztec_proper by [aciD]

    Here's the link to his rework.

    http://csgo.gamebanana.com/maps/168069

    I picked up his work, because i had problems decompiling de_aztec and then compiling it again.

    So, there are some changes he has i also considered. But i thought, there is still something missing.

    I want to hear your opinions and suggestions which would possibly resurrect these forgotten Aztec ruins!

    Here come the download link from Steam Workshop

    http://steamcommunity.com/sharedfiles/fi…s/?id=544451796

    As for now i have changed (doesn't include [aciD] changes):

    A Bombsite:

    [Blocked Image: http://i.imgur.com/rdM1cL7.jpg]

    B Bombsite:

    [Blocked Image: http://i.imgur.com/HyxXgR8.jpg]

    Widened double doors at CT to B path to make retake an option.

    [Blocked Image: http://i.imgur.com/cwKdjHg.jpg]

    [Blocked Image: http://i.imgur.com/bobCAwm.jpg]

    T Spawn to B upper path: Added a wooden wall just like in orginal edition, but it doesn't block T doors. So it allows once again for both teams to go for early AWP picks.

    [Blocked Image: http://i.imgur.com/ahVtYQ5.jpg]

  • El_Exodus
    • October 29, 2015 at 5:21 PM
    • #2

    These changes don't really solve the core problems this layout has imho.

  • laminutederire
    • October 29, 2015 at 5:24 PM
    • #3
    Quote from El_Exodus

    These changes don't really solve the core problems this layout has imho.

    what are the core problems? :)

  • El_Exodus
    • October 29, 2015 at 5:27 PM
    • #4

    The chokepoints. Terrorists don't really have much to work with in the beginning of the round. Opening the skybox would already help a lot. Maybe also a rework of the water area so CTs don't see Ts feet before they have a chance to react. Furthermore there are visibility issues due to the textures which are used in this map.

  • tomm
    • October 29, 2015 at 5:38 PM
    • #5
  • Radix
    • October 29, 2015 at 6:04 PM
    • #6

    I personally never really liked the layout of aztec, because AWP is way to powerful there and I don't enjoy sniper weapon so much.

    But the map was pretty popular back in CS 1.x, especially on public servers the player count was even close to dust2.

    The layout itself is still pretty much the same. But, as El_Exodus already said, besides the chokepoints, readability is definitely the biggest problem in the current version. The 1.6 version was virtually completely white...

  • Overdoziz
    • October 29, 2015 at 6:12 PM
    • #7

    Should just replace the current reserve pool with some good community maps if you ask me. None of them will be any good without drastically rethinking the entire maps. Aside from Nuke they're all played as joke maps which tells you enough.

  • laminutederire
    • October 29, 2015 at 6:15 PM
    • #8

    @Raidix look at the number of AWP on dust 2 during deathmatches, people like that weapon a bit too much in my opinion :)

  • Tensei
    • October 29, 2015 at 6:29 PM
    • #9
    Quote from laminutederire

    @Raidix look at the number of AWP on dust 2 during deathmatches, people like that weapon a bit too much in my opinion

    Hah, wait when some anti-awp pro players will say that it has to be nerfed once again and valve will give awp only 1 mag of bullets. That means, you will think twice before trying to wallbang shit out of opponent. And it will require even more skill, because, you know, you only got 10 shots. Also they could reduce clip size to 5 bullets and give one additional clip. Still you got 10 shots, but you get to reload twice as fast.


    I will post pictures from river area in about 30 minutes from now on, and update download link of course.

  • laminutederire
    • October 29, 2015 at 6:32 PM
    • #10
    Quote from Tensei

    Hah, wait when some anti-awp pro players will say that it has to be nerfed once again and valve will give awp only 1 mag of bullets. That means, you will think twice before trying to wallbang shit out of opponent. And it will require even more skill, because, you know, you only got 10 shots. Also they could reduce clip size to 5 bullets and give one additional clip. Still you got 10 shots, but you get to reload twice as fast.


    I will post pictures from river area in about 30 minutes from now on, and update download link of course.

    the AWP isn't the issue, the maps which gives them too much possibilities are :P

    Do present your changes on river then :)

  • Tensei
    • October 29, 2015 at 7:38 PM
    • #11

    Update is out. Download link is at thread start.

    Before we speak about visibility: CS:GO screenshot feature takes the screenshots in default brightness setting.

    On max brightness (which probably 90% players has) it looks fine. Atleast i can see stuff well.

    Here are the changes:

    - River

    -- Added 2 pillars under the MID bridge for cover.

    -- Drastically increased ground elevation.

    -- There is now a lamp. It is powered by forgotten Aztec technologies.

    - B site

    -- Added a wooden ledge to decrease terrorists river visibility.

    -- In next update: One part of the ledge is going to be removed due to, you literally cant peek river unless you jump on it.

    [Blocked Image: http://i.imgur.com/dKCk5TU.jpg]

    [Blocked Image: http://i.imgur.com/W0xVHFl.jpg]

    [Blocked Image: http://i.imgur.com/aUeQpX1.jpg]

    [Blocked Image: http://i.imgur.com/AUGYtxW.jpg]


    Also. In next update.

    [Blocked Image: http://i.imgur.com/I4xOdoV.png]

    I am going to literally remove yellow area, because you cant pre-aim the angle. There's so many of them. It's too wide in my opinion.

  • Tensei
    • October 29, 2015 at 11:56 PM
    • #12

    More info:

    CT -- BLUE

    T-- RED

    Green- Walls and Boxes you cant see over by yourself or at all.

    Yellow -- Bombsite areas.

    I will release download link in 24 hours.

    Download link has been added at thread start.

    [Blocked Image: http://i.imgur.com/LCJ5tCV.png]

    [Blocked Image: http://i.imgur.com/XKPsGI8.jpg]

    [Blocked Image: http://i.imgur.com/AdWTGeu.jpg]

    [Blocked Image: http://i.imgur.com/xCG0QYX.jpg]

  • Tensei
    • October 30, 2015 at 1:43 AM
    • #13

    Future plans:

    • Remove skybox for better smoke viability. (Mostly for terrorists)
    • Add "nade" window near T Bridge Room.
    • Change blue wall model at B bombsite to something else, because the model is so thin, it should be wallbangable even with bb gun, but it isn't because it's material is metal.
    • Improve player visibility even more.
    • Add some wooden walls at mid overpass, because right now it's pretty open area. It basically becomes death valley. Because crossfire might be too stronk. I will decide on that when i will get playtest for this map.
    • Adjust timings.
    • Add minimap/radar/overview.
    • Optimize map performance as far as my abilities can reach.
    • Add this map to Steam Workshop. (This one is going to happen really soon)
    • It is a possibility that i will get some custom models. (Aztec is about to become cartel land)

    Also i will consider your suggestions, that's why i am here.

  • Tensei
    • October 30, 2015 at 9:00 AM
    • #14

    I have added Steam Workshop link here:

    http://steamcommunity.com/sharedfiles/fi…s/?id=544451796

    With few changes.

  • Bodd Jonar
    • October 30, 2015 at 9:07 AM
    • #15

    So CT's can't look down water from A? Or why is there a white plank on A?

  • Tensei
    • October 30, 2015 at 9:52 AM
    • #16
    Quote from Bodd Jonar

    So CT's can't look down water from A? Or why is there a white plank on A?

    Is it bad. There is gap from planks now, from where you can peek water. Before t's had to worry about where will that ct's head be but now the angle is more narrow and you can prefire it, if you know the angle. CT's can still see if t's are approaching A bombsite from water ramp. I am just trying to eliminate some of the long range angles. Because against well organized CT team, t's will mostly won't get past them.

    That white barrel in water (if you are playing workshop version) Is smoke spot, kind of hard, though. But i will need to change the model, because this one, has bad collision model. It realisticaly is empty. But practically it's not, because collision model is just blocking the inside of barrel.

  • ElectroSheep
    • October 30, 2015 at 10:04 AM
    • #17

    Another idea. Make a new map ?

  • Vaya
    • October 30, 2015 at 10:41 AM
    • #18
    Quote from 3Dnj

    Another idea. Make a new map ?

    I think it's a decent exercise for people wanting to think more about improving balance. A new map is probably a better learning experience though ;)

  • laminutederire
    • October 30, 2015 at 10:50 AM
    • #19

    FMPONE remade Cache and Season and both maps are today considered as amazing, while he is considered as a god, so I don't see why Tensei shouldn't fix Aztec if he wants to.

  • El_Exodus
    • October 30, 2015 at 10:57 AM
    • #20
    Quote from laminutederire

    FMPONE remade Cache and Season and both maps are today considered as amazing, while he is considered as a god, so I don't see why Tensei shouldn't fix Aztec if he wants to.

    Well, Cache and Season had a working layout and there was no need to fix anything. The remakes consist of mostly visual changes. Aztec on the other hand, doesn't have a good layout. These are two different things.

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