Vertigo is one of the maps that carries the burden of old school since it has been present since 1.6. However, after this, the source and until reaching the CSGO, it did not receive the attention it deserves, being reduced to a badly frequented map and defenitively little explored.
However, Vertigo is awesome. His adaptation to CSGO gave him a unique style of lighting and design that perfectly matched the physical structure unmatched by other maps.
But as quoted, the map is lacking in interaction. Due to lack of interest, the map is reduced to a single route for each BOMB SITE, plus these paths are too long for the Terrorists and too short for the Counter-Terrorists, making it very supportive of a single side.
Shortening the speech, I set out to do a minimal edition of the map including some new routes to make the map more dynamic and interactive. However, as you can see, I have no skill with this kind of work, none at all. But I believe that with the help of amateur developers, it would be a great choice to show Valve his potential and introduce a map so old and nostalgic to the competitive landscape. LETS START! IMAGE 1 First of all, a connection that allows you to cross the map from behind, from the stairs to the ramp and vice versa, not necessarily with a door there, and it may be an open place. This would create the opportunity to rotate across the map without having to do a single reverse path. P-O- R-T- A = DOOR IMAGES 2, 3 AND 4 Here the path to BOMB A undergoes some changes, creating to the left a route that resembles a MID or a central passage (shown below). The raised wood in the right region decreases the possible CT marking pixels to preclude a very wide view of the TERRORISTS movement, however a space above the ramp is opened to advance through that kind of connector. The arrow in the image indicates the central passage that was created by modifying some objects in the scenario.
IMAGES 5 AND 6 Here I consider the main change of the map, the creation of a central passage, which runs from the core between BOMB A and BOMB B to the ramp of BOMB A. The addition of this element creates infinite possibilities of tactics and greatly increases the competitive interaction of the map . IMAGE 5: core between A and B IMAGE 6: hallway to the left of the ramp.
IMAGES 7 AND 8
Here was created a second passage for BOMB B, on the left, a route that would give a direct encounter to the bombsite and would enable the offensive tactics of the TERRORISTS by merging the original connector and the new servant.
Initially, these would be the main modifications that would give the map a bit more flexibility. From them, many things can be added: new doors, pixels, boxes. One of the urgent things that calls for updates is problematic skyboxes that preclude tactical grenades, such as staircase B glasses that have a sinister invisible wall that makes it impossible to pass smokes.
LETS SHARE THE IDEA UNTIL VALVE ARRIVES! COULD THAT WORK? VALVE, PLEASE, LISTEN TO US: THIS MAP MUST BE UPDATED! Original idea: MATHEUS HENRIQUE THOMAS BECKER Original (bad) edition of the photos on the map: MATHEUS HENRIQUE THOMAS BECKER Contact: [email protected]