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[CS:GO] Mettle

  • etn
  • July 14, 2016 at 12:50 PM
  • etn
    • July 14, 2016 at 12:50 PM
    • #1

    Hello everyone! It has been awhile since my last post. Ever since I left Bottleneck behind, I tried to create new layouts. However I always felt that those layouts were inferior compared to Bottleneck's layout. So I took the time to come back to Bottleneck and revamped it. Yes! Bottleneck is back! However, the name is changed to "Mettle" because why not. Anyways, this thread is mostly for feedback on layout quality and other stuff. With that said here are the screenshots!


    [Blocked Image: http://i.imgur.com/9uNUkxD.png]

    [Blocked Image: http://i.imgur.com/z46YtdT.jpg]

    [Blocked Image: http://i.imgur.com/FCHk31w.jpg]


    [Blocked Image: http://i.imgur.com/QDiRleU.jpg]

    [Blocked Image: http://i.imgur.com/LxEdleR.jpg]

    Download now!

    http://steamcommunity.com/sharedfiles/fi…s/?id=724290136

  • TooProForYahoo
    • July 15, 2016 at 9:34 PM
    • #2

    First problem I had: to launch the map through the console because you didn't have a gamemode selected when you published the map.

    The way to fix this is by selecting a gamemode in the check boxes. In your case it would be the classic game type

    After running around your map for 10 minutes, I found a few things that are kind of over powered.

    A Site

    Awping on CT side A site is severely over powered, you have long routes that the Ts have to take, and the CTs will greatly benefit by buying long ranged weapons here. I thought of a solution but I don't really know how it would work out.

    You should add a hallway here, so they don't have to deal with the mid awper directly unless they really want to

    I thought the hallway would look something like this:

    This door should really be opened faster, try changing the speed to 250 and see how it works. You can always turn it down if needed.

    B Site

    From CT to B, you have a random ledge, consider adding a railing (this is really low priority but just thought you should so something about it)

    On B site, you have a small office type room. Consider adding a window here. CT's only have 1 main entrance to watch from.

    Next to the overhang that the T's use for an entrance, you could add a 2 man boost here to catch oncoming T's by surprise


    Thats all I have for now.

  • etn
    • July 16, 2016 at 3:06 AM
    • #3
    Quote from TooProForYahoo

    5 hours ago, TooProForYahoo said: First problem I had: to launch the map through the console because you didn't have a gamemode selected when you published the map.

    The way to fix this is by selecting a gamemode in the check boxes. In your case it would be the classic game type

    After running around your map for 10 minutes, I found a few things that are kind of over powered.

    A Site

    Awping on CT side A site is severely over powered, you have long routes that the Ts have to take, and the CTs will greatly benefit by buying long ranged weapons here. I thought of a solution but I don't really know how it would work out.

    You should add a hallway here, so they don't have to deal with the mid awper directly unless they really want to

    I thought the hallway would look something like this:

    This door should really be opened faster, try changing the speed to 250 and see how it works. You can always turn it down if needed.

    B Site

    From CT to B, you have a random ledge, consider adding a railing (this is really low priority but just thought you should so something about it)

    On B site, you have a small office type room. Consider adding a window here. CT's only have 1 main entrance to watch from.

    Next to the overhang that the T's use for an entrance, you could add a 2 man boost here to catch oncoming T's by surprise


    Thats all I have for now.

    Display More

    Thank you so much! I have been waiting for suggestions like yours to pop up. I will consider everything stated here in mind when I further develop the map.

  • etn
    • July 16, 2016 at 4:32 AM
    • #4

    Hello! With the suggestions posed by @TooProForYahoo I have since then updated my map according to those suggestions.

    [Blocked Image: http://i.imgur.com/SylJIpr.png]

    [Blocked Image: http://i.imgur.com/xfWR0Ou.jpg]

    With Mid being too CT sided, I have added a "door" which limits the CT's AWPer's cover and mobility

    [Blocked Image: http://i.imgur.com/1rkCSGC.jpg]

    [Blocked Image: http://i.imgur.com/vva6mLp.jpg]

    A hallway has been added to allow Ts to push from another position into A site

    [Blocked Image: http://i.imgur.com/59ffOAX.jpg]


    A window has been added at Hut to allow CTs to cover the site from another angle

    [Blocked Image: http://i.imgur.com/MGTT3E3.jpg]

    And lastly a box as been added there to allow CTs to do some tactical boosts.


    That's all for the updates!

  • Logic
    • July 18, 2016 at 2:27 PM
    • #5

    Some thoughts:

    [Blocked Image: https://i.gyazo.com/60b78b22fa2c5ce3c76d7cbc4e3395e1.png]

  • etn
    • July 18, 2016 at 11:28 PM
    • #6
    Quote from Logic

    8 hours ago, Logic said: Some thoughts:

    [Blocked Image: https://i.gyazo.com/60b78b22fa2c5ce3c76d7cbc4e3395e1.png]

    Thank you for the feedback. I was already planning to remake bombsite B and I will keep your suggestions in mind when developing the site. I will also look into the other suggestions you posed and consider them if possible in the future.

  • etn
    • July 26, 2016 at 12:45 PM
    • #7

    It has been awhile since the last update but I just want to share with you a screenshot of the new Bombsite B:

    [Blocked Image: http://i.imgur.com/ZlwKX2R.jpg]

  • El_Exodus
    • July 26, 2016 at 12:47 PM
    • #8

    Delete these boxes asap. Iirc, they have a height of 64 units. Not good :P

    Edit: To be constructive: Use either slightly lower or slightly higher boxes. See Dust2 A site. 56 units and 72 units are good values.

  • TooProForYahoo
    • July 26, 2016 at 8:17 PM
    • #9

    Just wondering on the design of the map, is it based anywhere specific? (Other than an industrial setting?)

  • etn
    • July 27, 2016 at 2:39 AM
    • #10
    Quote from TooProForYahoo

    6 hours ago, TooProForYahoo said: Just wondering on the design of the map, is it based anywhere specific? (Other than an industrial setting?)

    Don't really have a location set in mind, anyway detailing is not really my forte so I will try to get some advice when I reach that point.

  • etn
    • July 27, 2016 at 3:19 AM
    • #11

    Hi guys, I bring to you another major update for Mettle:

    [Blocked Image: http://i.imgur.com/bTVlZ5c.png]

    Here is the new radar completed with icons for each Spawn and Site.

    [Blocked Image: http://i.imgur.com/os0n7oa.jpg]

    Bombsite B has been given a complete makeover with inspiration of A site of Empire.

    [Blocked Image: http://i.imgur.com/lZgEDA9.jpg]

    [Blocked Image: http://i.imgur.com/D4ju7Tf.jpg]

    The second entrance for Ts to mid has been moved to allow CTs to defend mid easier.

    [Blocked Image: http://i.imgur.com/2wCZqK0.jpg]

    Bombsite A has been given more cover for CTs to defend with.

    And that's about it, download the map here: http://steamcommunity.com/sharedfiles/fi…s/?id=724290136

  • etn
    • July 27, 2016 at 12:01 PM
    • #12

    These are the timings for the current version of the map:

    CT to A: 7 Seconds

    CT to B: 13 Seconds

    CT to Mid: 8 Seconds

    T to A: 13 Seconds

    T to B: 17 Seconds

    T to Mid: 8 Seconds

    A to B (Rotate): 13 Seconds

  • etn
    • August 7, 2016 at 5:53 AM
    • #13

    Hi for those who went for the most recent playtest of Mettle, how was the new layout?

  • Logic
    • August 8, 2016 at 7:09 PM
    • #14

    Going to repeat a few things:

    [Blocked Image: https://i.gyazo.com/56ea43020224ff113b9c21e2ad8adcd4.png]

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