de_gallery is a defuse map set in a fancy art gallery. I currently only have a concept in mind. I'm gonna keep you up to date with any changes!
[RELEASED] de_stirner
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Looks like the rotate from A to B is really short, and the right route to A seems really open.
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Quote from Ridders
8 minutes ago, Ridders said: Looks like the rotate from A to B is really short, and the right route to A seems really open.
Good point, I wanted to let the CTs gamble: Either they push out of the site, gain map control and a big advantage or they can stay back and wait for rotates.
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Quote from Daidalos
16 hours ago, Daidalos said: Good point, I wanted to let the CTs gamble: Either they push out of the site, gain map control and a big advantage or they can stay back and wait for rotates.
If they gamble, you need to have a good risk/reward ratio. What do you balance to make it risky for that reward? Or alternatively how do you reduce the reward for little risk?
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Quote from laminutederire
On 31.5.2017 at 0:51 PM, laminutederire said: If they gamble, you need to have a good risk/reward ratio. What do you balance to make it risky for that reward? Or alternatively how do you reduce the reward for little risk?
Do you have any good tips to do this, because I already tried to make it hard for CTs to push, by e.g. adding a passive boost spot in front of B Long.
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Quote from Daidalos
1 hour ago, Daidalos said: Do you have any good tips to do this, because I already tried to make it hard for CTs to push, by e.g. adding a passive boost spot in front of B Long.
Personnally I'd do the opposite: trying to make staying comfortably at sites less rewarding or more risky. The idea being that if you want to play it safe then you have to take a risk on not being able to retake the other site. But that's maybe because I have a more aggressive playstyle.
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I just uploaded the map to the Steam Workshop!
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Btw, I used Textures from TopHATTwaffle: http://www.tophattwaffle.com/downloads/real…res-2-textures/[/b]
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I think you should scale down that wooden floor texture.
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Quote from S1lv3r 4 lyfDisplay More
19 hours ago, S1lv3r 4 lyf said: I took a look at the version on the workshop; I see you are already detailing, so maybe what is on the workshop is a little out of date.
Interesting layout. It seems to me that smokes and other grenades won't be as much use on this map with the wide corridors and indoor setting (unless that's changed).
The only things I dislike about the layout is that I would like another A to B rotate somewhere, because it seems too restricting just to use the thin one through CT (like in the back of A), and that A has quite a few entrances & hiding spots (more than I would have made).
You may have changed the layout significantly since you last updated the workshop, so this comment might be pointless.
Hope this helps, and good luck.

First of all, Thanks a lot for your feedback

I am nearly done with detailing and will upload a newer version soon. Because I also realized that ct rotating might be too restricted, I added a second door (between the lower stairs and B outside) That can be both used by Ts and rushing CTs. The amount of hiding spots was intended and is balanced imo, because you can destroy some of the pillars and demolish the hiding spot by doing so. When I have updated the workshop, I will post it here so you can have another look at it.
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Hi all!
I recently finished this map and renamed it from de_gallery to de_stirner.
Stirner is the name of a fictional artist of whom many paintings are on display in the gallery.
Here you can find the map in the Steam Workshop. Please post any bugs or suggestions in this thread or in the Workshop comments.
Thanks to everybody that suggested something for the map and good luck to all the other entries!
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