A big ass statue is being constructed on an island in the middle of the ocean so it can be visible from 4 continents. A hostage has sneaked in...
If you've taken part in the Mapcore playtest 3 weeks ago here are the changes I made since then:
- Adjusted the angles in B site Hut, which were an issue before. Also added a yawning and some more cover to shorten the sightline towards the site.
- B site cover completely reworked. There is now less cover to defend the site and it's strategically placed in order to encourage the players to watch each other's backs since there is no perfect spot to defend both entrances from.
- T side mid route has been slightly simplified, therefore making it more valuable for rotating between the sites and fixing some unfair spots.
- A 'catwalk's headshot ramp has been replaced with a climbable drop with a ladder and a box, also there is a door there now. The door is an experiment, it's also supposed to be breakable.
- Some changes to CT spawn, including a fence you can look over into B site by stepping on a stack of corpses. This seemed like an interesting feature to retake the site so I decided to try it out.
- Added a ladder from A site to A catwalk next to the underpass so that CTs can more easily and quickly rotate.
- Added some Hands and one Leg has been lifted to make space for the new path.
- Blocked the sightline where CTs could push forward into the A main chokepoint and look into the T ramp.
- The divider fence between Left Mid and Right Mid has been slightly lowered. You can now boost a teammate over from both sides, but cannot solo jump over.
- Some other small changes, including blocking off some spots where players could look over walls into other areas of the map.
Overall what I'm trying to do is encourage CTs to play more forward positions, instead of defending from the actual site itself. I don't want CTs to be staying in B site. I want them to play forward and only fall back if they get pushed by the Ts. Ts also now have more control over top side of Right Mid so they can work with that towards taking control of Middle overall. It's also easier now for Ts to hold their positions.
Again thanks to ZooL for the awesome dev texture!
BigAssStatue's layout is inspired by Overpass and it's actually not as big as it seems.
This is how map control is distributed at the beginning of the round:
http://steamcommunity.com/sharedfiles/fi…/?id=1297030515
Some more screenshots:
As for the other maps, De_Glace is on hold, I'm still working on De_Carfactory's layout, it requires a lot of research. And I'm hopping between this one and the other sever maps I'm working on, that you don't know about.