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CS:GO - Wishbone, V2

  • 4qker
  • August 20, 2016 at 5:28 AM
  • 4qker
    • August 20, 2016 at 5:28 AM
    • #1

    A while back I did a play test and although the footage was corrupted I got some valuable feedback and have since made changes that really balance the layout.

    Here's the workshop link to the map.

    the previous tested version was 1.0.3, this version is 1.1.9.

    "WISHBONE" - A COMPETITIVE LAYOUT DESIGN

    • Hybrid Clover Design
    • Never Before Seen Dual Crossed Middle
    • Built With Professional Players In Mind
    • Carefully And Painstakingly Tweaked
    • Mix Of Long And Short Ranged Game Play
    • Lots Of Smoke And Flash Spots

    Wishbone has been my pride and joy project for the past year and though I don't spend the time i'd like to on it, I believe it's bursting with potential as i'm sure you will agree.


    Before I try to schedule another map play test I invite everyone to have their own walk arounds and deathmatches and give me some of that juicy, highly valued critique all mappers crave.

  • TooProForYahoo
    • August 20, 2016 at 1:09 PM
    • #2

    Looks cool, cant wait to see some more of it when it gets textured

  • Vaya
    • August 26, 2016 at 10:35 AM
    • #3

    feedback from last night.

    - timing is weird for CTs getting to site without getting shot in the side of the head. I think a lot of problems here would be fixed by moving the terrorist timing back by 2-3secs

    - lots of extra paths and lots of openable doors. I don't think so many need to be closed by default. It makes for weird player flow

    - Damn that's a lot of crates

    - Some areas are super tight for no real reason.

    - crotch-high lights are weird

    -seriously, where are they getting all these crates?

  • 4qker
    • August 27, 2016 at 1:41 AM
    • #4

    Well as for the crates it's going to be set at a shipping complex, B site is a weighing station :) but other than that i'll get on assessing those issues. The feedback hasn't been uploaded yet, but once I've watched it all I should get my changes updated within the week; This map's also being used for an assessment piece at my school, so i'm working pretty fast when I can.

  • Vaya
    • August 27, 2016 at 9:22 AM
    • #5

    Why wreck a chance of having a cool map by giving it such a generic theme?

    I think with some tweaking the layout could be really fun and you're going to give it literally the most overused theme in conterstrike eversince Wpndepot was added to the counterstrike beta?

    Anyone can drop a couple (hundred in your case :P) crates on a map and call it a shipping yard.


    If you're aiming for an operation you should be thinking more creatively about this aspect...Sorry if this comes across as overly harsh.

  • 4qker
    • August 27, 2016 at 12:44 PM
    • #6

    Well... the original layout and aesthetic was based on the city of famagusta in Cyprus, but after the new Nuke assets got added, I thought it'd be better as a mapper without a modeler or texture creator to set the map in Dubai. I definitely get what you're saying and have already begun to remove crates where I can, opting for landmarks and objects instead, but I've always found crates to have an elegance and root in counter strike history and I'll be keeping a fair few where suitable. It's great to get some feedback though; Mid has been adjusted and CTs can pass before T's can see them, as well as the tunnels from B to Mid opening up a little :)

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