*This post isn't up-to-date, and what I say in this post is only reflected in Version 1 of the map, which is an old version of the map. Scroll down to see new updates (the workshop link still works, it just takes you to a newer version of the map)*
Hello Mapcore,
I've been floating around here for a while and have posted comments on other threads several times, but now I'm finally presenting my own WIP map, de_siberia!
As you can (hopefully) tell, Siberia is set in Siberia. But more specifically, an old military camp, where terrorists have been found in hiding. Enter the counter-terrorists, to take back the camp and dispose of any pesky terrorists, for one reason or another. Siberia isn't necessarily the final name, but also isn't off the table.
Here is the workshop link for version 1.0.0: http://steamcommunity.com/sharedfiles/fi…s/?id=803379687
Aim:
Before blocking out Siberia's first version and getting feedback, I decided my map needed an aim; something to work towards. The objective of this map is to make mid control a very important and powerful feature. I know what you're thinking: "that isn't even slightly original". You're right, it's not, and I'm not going to pretend it is. I'm also not going to pretend that taking mid control on my map is somehow far, far, different to other maps. It's not. In fact it's very similar. This is my first competitive level, and I don't want to overcomplicate things for myself as I'm not that experienced as a mapper. For my first map, I feel that, for me, it is best to try and develop a more standard defuse level That isn't to say this map won't be original in other aspects. I really hope it will be, and I'll try my best to achieve that when developing it. However, this map's key objective for my development will lead to a very traditional map style. I hope that doesn't make it sound boring!
A Site
Currently, A Site is, I think, lacking a somewhat-needed second entrance. It's okay in 1v1s, but I'm worried that when I comes to 5mans, A Main's entrance onto A is quite small, and it may lead to A Site being too easily held by CTs. I was thinking of adding a side entrance lower than the rest of the site on the side, which connects to the upper site with stairs and has a tunnel leading back to ramps. I didn't want to add this straight away though as I though it would be better to get feedback first.B Site
So right now, there is an evident problem with B Site. I think it is far too similar to Cache's B Site. With the chokepoint shape, the outside area, the CT entrance, the very back near T spawn, it's all too similar. I'd like to find a way to change it so it isn't basically a ripoff. Other than that there isn't too much to say about it. I think it plays fairly well however when I 1v1'd friends, we found that retaking the site seemed easier than defending it. I don't know how it will play in 5mans yet, but I assume it's the same case there too, so I might rearrange some cove on the site. Again though, this based off of my experiences in 1v1s, and is why I put the map on the workshop and made this thread before making these changes.
So yeah, that's basically it for the first update. Screenshots can be found on the workshop page. I'll add some to this post soon but I can't right now as they are on my computer rather than my laptop. What I'm really looking for is feedback, be it about rotations times, or how the sites play, or whatever it is. Any feedback is highly appreciated! ![]()
Thanks!
Edit:
So I found some screens. These aren't all of them, the rest are on the workshop page if you want to check them out there. I'll update this post with all of them when I can.