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[CS:GO]CS_Lojack (WIP) - updated with overview/screens

  • biXen
  • April 26, 2016 at 3:11 PM
  • biXen
    • April 26, 2016 at 3:11 PM
    • #1

    Hi all,

    So I've waited a long time to make this topic because I've had some bumps in the road. But I have blocked the map out enough for a pure playtest soon, and I have tested a bit with bots etc. I will test with friends soon and then probably a Mapcore playtest. It would help to get some general feedback on the routes for now, if there's too much flanking options, too little or what people think.

    The basic premise of the map is that terrorists have taken hostages and isolated themselves to a part of this modern airport that is partly under construction. The CT's have isolated the outer area of the map to contain them and need to free the hostages. The map is based in an airport that is a mix of Dubai (DXB) and a few other airports, and the plane is A380 but scaled a bit to the game area. I am not sure if I'll attach a specific location to it for now. I am inspired by modern airports, games with airport maps, Die Hard 2 etc. etc. There are some nice CS airport attempts, but none of which have what I am looking for. The name of the map is a stupid play on hijack being in the air and lojack being on the ground.

    References / Look

    Link to my reference board


    I have attached a rough pencil layout of the map. I will explain a bit how it works below.

    I haven't added routes yet with colors, I may do that after I fix the lighting. And then I will split it in two to show both floors perhaps, because my main purpose here is to get feedback on routes.

    Gameplay Thoughts

    • Bottom area is 1st floor, upper area is second floor. Scratched area is places players can't go.
    • The layout of the map has an open "mid" (yellow and orange route) where it's possible to AWP with limited sight lines (through a coloured window from T Side), so a risk reward setup a bit like Dust 2 is my thought.
    • There's a hostage in the plane (purple route - lower or upper floor), if CT's go here it's a tight battle, but they can also send a few people to flank the T's (orange route). T's need to hold the stairs from second floor so they can't push past the hostages with everyone or they may be flanked.
    • The hostage in the toilets (blue route - 1st floor to the far right) has a more open engagement (more like Dust 2 long). I may need to contain this a bit more or solve the two floors differently here, depending on playtesting.
    • The yellow route is a fairly open engagement, and may be a bit difficult
    • The terrorist starting spot in the upper left can boost windows to snipe outside, I'm not sure if I'll keep that, I may just make them bulletproof or move them outwards a bit

    I need some advice how to make a good overview/radar with two (three) levels.

  • El_Exodus
    • April 27, 2016 at 1:47 PM
    • #2

    No greybox, no feedback

  • biXen
    • April 27, 2016 at 1:58 PM
    • #3
    Quote from El_Exodus

    8 minutes ago, El_Exodus said: No greybox, no feedback

    I see your point. But there's a balance, some people go so far before getting feedback that making the changes take too much effort. I'll have something playable soon, just have to iron out the things I already know are showstoppers :)

    I will however make a clearer overview to replace the drawings, hopefully I get the radar to work if I get a bit creative with some blocks. I am mostly looking for feedback on amount of flanking options/alternate routes etc. The map is quite big, so that has to wait until people play it, to see whether it feels too big.

  • biXen
    • April 27, 2016 at 5:01 PM
    • #4

    So I've updated the overview a bit in the OP. I will try to make two, one for lower level and one for upper. That combined with letting people play it will probably get me some good feedback on the routes, and that will allow me to finalize more and start producing the most iconic assets I have planned for the architecture.

    Attached are screenshots to give a sense of the space and which areas are accessable.

    I know that the lighting is really imbalanced, don't worry, it's also a lot darker than in game, maybe because skybox is off so there's not as much bounce lighting ;) Everything is basically a placeholder. I also have already decided to block off more of the area closest to the wall towards on the lower level so the area isn't too open.

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