Hey dudes, i got the mapcore link from the csmappers subreddit. I've been working on this map on and off since last September, and i published a playable alpha on steam around November. The map is designed to be played competitively (i hope).
I polished the map enough to make it playable and nice on the eyes, now the toughest part will be balance testing it and making revisions as necessary. I have only been able to test it with a group of 4 or 5 players so it's tough to find the serious problems with the map. I have been in touch with one of the guys who handles reddit community night so with any luck i'll be able to test this map with players soon.
Known Issues
- The map lacks detailing in some places. Mainly on the T side, the buildings need more trim and stuff.
- I don't know if i like the lighting/skybox currently. Need more input from players.
- Indoors area may need more verticality but this will be tough to add if it is really needed.
- Outdoors area on T side may be too wide open. Need more input from players.
- Shadowmap scales need addressing.
- I don't like the soundscapes but i'm working with what is available.
- "Main" A entrance from atrium has the potential for a second door - not sure if this will be needed or if the map is fair as it is.
- Minimap needs some styling, i want to hold back on that till the layout is perfect though.
What I Need From You
I haven't been able to test this with players (except i got a friend to help me with testing the spawn positions and making sure map timing was roughly what i wanted) so a lot of my design is just guesswork.
I need critiques, and potential ideas for how to make the map more fair and interesting. Bug reports too, i think i crushed most of the bugs but there's probably a couple of visual issues here and there.
Semi-Brief Map Description
Executive started out as me trying to make my own variant of cs_office but with a bomb planting theme. I enjoy the layout of office with its long hallways and tight corners so i tried to mirror that but at the same time take a different approach stylistically. The map more or less follows the standard layout you'd expect on a competitive map like dust or cache but with a couple of caveats.
The 2 main entrances to A that terrorists will commonly use need to be approached differently. The vents have a breakable cover which will signal to the CTs that you are attempting to enter that way. If you can manage to get through vents (difficult, especially if there is a CT guarding it) then you are rewarded with a very defensible area directly connected to the bomb planting zone. A Main is connected to an atrium which will be heavily contested by CTs and Ts. Controlling the atrium means you can either move into A or instead cross over through mid to B, or even go up through mid and take the back entrance to A which is mainly accessible from CT spawn. The CTs should always try to keep control of this area as it limits the options available to the Ts.
Terrorists can also attempt to move up through mid, however this is a dangerous path with little cover. It's the sniper alley you expect to see on any comp map. If you have balls of steel you can attempt to smoke the kitchen area connected to mid and sneak up, however it's best to just have a sniper keeping his eye on mid and gathering info.
There is only one entrance to B available to the terrorists, unless they take control of mid. With a couple of smokes you can block CT visibility and push onto site, but CTs can also attempt to smoke off your entrance and stall you. If terrorists manage to get past this choke point they have some limited cover as well as a point of interest which can greatly improve their control of B: a window leading to an outside balcony area which grants them better cover and vision into B. The windows, when used right, can give terrorists a huge advantage at B. Snipers have limited vision through them from outdoors and once the bomb is planted you can have someone hide outside and force the CTs to check before defusing. The bomb can also be thrown up onto the balcony from below so you can avoid showing it to the CTs or dropping it in a dangerous spot. It is in the CT's best interests to stop the terrorists from pushing out and forcing them into cover. There are 4 entrances to B, plus the window, which makes retaking B difficult, but since only one of these entrances is immediately available to the terrorists, the site should be more defensible initially.
Rotation times on this map are slightly shorter than average if you take the middle route, and depending on how fast you move, about what you'd expect on a map like Inferno if you rotated from B site to A site. The quicker rotation times are counterbalanced by there being a few more tricky hiding spots on both sites which should be cleared before defusing.
On to the fun stuff.
Media
Check out all the screenshots i took of the map here: http://imgur.com/a/yx3yA
Workshop Page
Subscribe and download here: http://steamcommunity.com/sharedfiles/fi…s/?id=544972528
If you enjoy the map please give a thumbs up so i can get a little more exposure! It's hard to get noticed out there.
If you have comments or crits, post them on the workshop page or here. More input from mappers and players is always good.
Cheers.