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WIP de_bay

  • jakuza
  • March 10, 2016 at 8:57 PM
  • jakuza
    • March 10, 2016 at 8:57 PM
    • #1

    Hello,

    This is the layout I've been working on for a few months. Not sure about anything aesthetic so far, but hopefully a bay comes into it somehow.

    I'm also hoping I can apply some of the lessons learned from de_royal.

    I will get a playtest set ASAP, but any feedback on just the pictures is much appreciated.


    Here are a few more pics:

    Quote

    Site A

    Site B

    Mid T Entrance

    CT spawn (Hopefully less boring in the future)

    T spawn

    Display More


    Thanks for reading/looking!

  • baem123
    • March 10, 2016 at 9:12 PM
    • #2

    layout is looking good, cant say more without a playtest yet.
    you could change the floor texture to a different one

  • Guest
    • March 10, 2016 at 9:38 PM
    • #3

    That ramp in CT spawn needs to be split up into multiple sections. Right now it looks way too steep, and it goes up really quite high.

  • Shibou
    • March 10, 2016 at 10:34 PM
    • #4

    Bomb site B looks quite interesting. Right now Site A cant keep up with it. I am very curious how this map will make up.
    When cant i test it? :D


    About Ramp on T-Spawn: maybe shifting T-Spawn position to a height-leven in between ground and the way towars Site B, so you'd have a ramp on your left thats leading upwards and one on your right that would lead down to A and Mid ...

  • jakuza
    • June 6, 2016 at 8:42 AM
    • #5

    Finally back with an update.

    Workshop link

    I overhauled A site and changed around mid, as well as other various layout tweaks

    New overview:


    Other screenshots in spoiler

    Spoiler New mid with a few models to make it more interesting

    New T spawn and new B long

    B - mid connector (needs work I think)

    New A site

    A long is pretty much the same

    B site is also mostly the same

    B long

    New CT spawn


    I really want to start detailing, but I can tell the layout's not right yet. So, if anything jumps out as wrong or bad, please let me know.

    I will probably not playtest for a few weeks, too busy for the moment.


    Thanks as always for checking it out

  • Shibou
    • June 6, 2016 at 7:17 PM
    • #6

    The layout lloks even more comlex to me, but Bombsite B still looks better than A.

    Somehow i liked the pevious version of A a bit more tbh.

  • jakuza
    • June 6, 2016 at 9:56 PM
    • #7

    True, it did get more complex, I should focus on making it trying to make it as intuitive as possible for the next iteration.

    A is a mess. I want it to be a sneaky alternative to B, but for the moment it takes far too long to fake.


    Here is what I'm thinking to simplify A:

    Spoiler


    Maybe not exactly that, but something similar.

  • Freaky_Banana
    • June 6, 2016 at 10:19 PM
    • #8
    Quote from jakuza

    23 minutes ago, jakuza said: Here is what I'm thinking to simplify A:

    http://# Reveal hidden contents


    Maybe not exactly that, but something similar.

    This way it looks like A will become a huge sniper-fest. there are very long sightlines into the Ts main chargeway into A and also from the back of the simplified tunnel to CT-spawn. One good awp will shut down the entire CT rotation path for retakes, leaving only one (also very narrow) entrance into the site for CTs.

    Imo you should keep some LoS-block inbetween CT and A.

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