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[CSGO] de_mutrah

  • Klassic
  • March 19, 2016 at 5:38 PM
  • Klassic
    • March 19, 2016 at 5:38 PM
    • #1

    Hello MapCore!

    So me and a friend of mine (MadsenFK) have been working on this map for a while now, you might have seen it before but we decided to post the topic again since the other post was a bit messy etc.
    Yes, we have been a bit lazy with this map. We probably worked on this for like 2 months now, which is bad looking at the state of it. There are not much clips yet so there are ways to escape the map (even without being boosted)

    P.S. THIS MAP IS MADE IN COLLABORATION WITH: MadsenFK

    P.P.S I COULDN'T REMOVE THE RADAR AT THE BOTTOM. YOU JUST HAVE TO DEAL WITH IT

    Images

    Spoiler

    T -> B

    Sewers

    Bombsite B

    Arches

    CT Spawn

    Hut

    A Long

    A Long

    Yard


    T Spawn

    Stairs

    Mid

    Connector

    E-Box

    Hallway

    Overview

    Spoiler


    ~ Klassic

  • Guest
    • March 19, 2016 at 7:01 PM
    • #2
    Quote from Klassic

    1 hour ago, Klassic said: we decided to post the topic again since the other post was a bit messy etc.

    [Blocked Image: http://www.radionowhere.org.uk/wordpress/wp-content/uploads/2015/12/Flooding-014.jpg]

  • Klassic
    • March 19, 2016 at 7:01 PM
    • #3
    Quote from Wrakk

    Just now, Wrakk said: [Blocked Image: http://www.radionowhere.org.uk/wordpress/wp-content/uploads/2015/12/Flooding-014.jpg]

    XD

  • MadsenFK
    • March 20, 2016 at 8:52 AM
    • #4
    Quote from Klassic

    13 hours ago, Klassic said: XD

    I told ya not to reupload this thread /emoticons/[email protected] 2x" title=":P" width="15">

  • Joshua Lee
    • March 20, 2016 at 8:56 AM
    • #5

    Fantastic map, but i feel like the 2nd photo the dirt stuff should be water.

  • Klassic
    • March 20, 2016 at 1:01 PM
    • #6
    Quote from Joshua Lee

    4 hours ago, Joshua Lee said: Fantastic map, but i feel like the 2nd photo the dirt stuff should be water.

    There is water there, it's just very clean. Might change it so it looks more sewer-ish

  • Klassic
    • March 26, 2016 at 11:23 AM
    • #7

    BIG UPDATE!!!

    So after playtesting the map with some friends of mine, we changed the layout and added some detail.

    Here are the most noticeable changes:


    • Mid has been hugely advanced in detail. Also added more cover
    • Most part of B main has been removed.
    • Added nice-looking trees in T Spawn.
    • Added a window in A long to A for grenades.
    • Added vent from Mid to A.
    • Added a wooden wall in arches for essential cover.
    • Yard has been widely expanded.

    Imgur album: http://imgur.com/a/jlh6x

  • Lykrast
    • March 26, 2016 at 4:04 PM
    • #8

    This map seems really cool.

    However, I found a big problem on the current workshop version : http://imgur.com/WfQG5c5 T spawn is not linked to the B access on the navmesh, which means bots can't access it, it's easily fixed though.

  • Klassic
    • March 26, 2016 at 10:18 PM
    • #9
    Quote from Lykrast

    6 hours ago, Lykrast said: This map seems really cool.

    However, I found a big problem on the current workshop version : http://imgur.com/WfQG5c5 T spawn is not linked to the B access on the navmesh, which means bots can't access it, it's easily fixed though.

    I see...

  • Shibou
    • March 27, 2016 at 9:54 AM
    • #10

    The playtest yesterday evening was quite fun, which is one of the main goals of a map.

    The only thing I was a bit worries is the long sightline you've got from B to wards the way where Ts are comming from.

    As you removed one connection to Mid (which mape Mid more valuabe for playing the map) the Ts will most likely come this path to B where a singe AWP can cause problems for them.

  • Klassic
    • March 27, 2016 at 1:22 PM
    • #11
    Quote from Shibou

    3 hours ago, Shibou said: The playtest yesterday evening was quite fun, which is one of the main goals of a map.

    The only thing I was a bit worries is the long sightline you've got from B to wards the way where Ts are comming from.

    As you removed one connection to Mid (which mape Mid more valuabe for playing the map) the Ts will most likely come this path to B where a singe AWP can cause problems for them.

    We have had this problem for over like 2 weeks now, and we really don't know what to do with it...
    Any suggestions (except for removing the whole thing)

  • Shibou
    • March 27, 2016 at 11:48 PM
    • #12

    I am not sure how big the effects on the gameplay on B-Site would be, but that way you'd be removinf the long sightline somehow...

  • Klassic
    • March 28, 2016 at 12:15 AM
    • #13
    Quote from Shibou

    26 minutes ago, Shibou said: I am not sure how big the effects on the gameplay on B-Site would be, but that way you'd be removinf the long sightline somehow...

    I'll take a look into it, nice edit btw! /emoticons/[email protected] 2x" title=":D" width="15">

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