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
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.