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[CSGO] Victoria

  • Vaya
  • August 6, 2018 at 6:45 PM
  • Vaya
    • August 6, 2018 at 6:45 PM
    • #1

    @csWaldo and I are making a new DE map based in London

    ws link - https://steamcommunity.com/sharedfiles/filedetails/?id=1454924203&tscn=1533536661

    Slider showing changes to layout so far https://imgsli.com/MTg2Mw


    New bombsite A (yet to be uploaded):

    [Blocked Image: https://i.imgur.com/83R5YL1.jpg]

  • Vaya
    • August 9, 2018 at 7:56 PM
    • #2

    thanks for your feedback but we've been playtesting the map and will base changes on that.

    edit - first 2 props done by @csWaldo based on this ref - https://www.google.com/maps/@51.50629…!7i13312!8i6656

    Sized differently + cover added for gameplay purposes

    [Blocked Image: https://i.imgur.com/FN0yNRO.png]

  • fewseb
    • August 9, 2018 at 10:16 PM
    • #3
    Quote from Tynnyri

    1 hour ago, Tynnyri said: Geez, it was just a friendly reminder that you're not following this guide you sent me passive-aggressively; The layout doesn't allow for any teamwork. It might be or become balanced, but it surely isn't the next Mirage.

    Dude just because your map had bad design decisions that most beginners make, doesn't mean you have to harass this guy for pointing out the obvious, id also argue you cant rightfully say the layout doesn't allow for teamwork when as far I can tell, you've never play tested the map.

  • Vaya
    • August 10, 2018 at 8:39 AM
    • #4

    just ignore that guy. From what I've see all he does is go around the internet trying to piss people off

  • Radu
    • August 10, 2018 at 11:35 AM
    • #5
    Quote from Tynnyri

    1 hour ago, Tynnyri said: Hey, don't ask for feedback if you're just going to laugh at the guy the instant it's not all positive. Nobody's forcing you to take critizism, so you can tell people to not do it.

    Hey, it's good to see that you've taken an interest in people's creations on mapcore and are providing feedback. There's nothing like people working together to better their maps. That being said, you've shared your opinion on the map and provided feedback (which is honestly more critical than constructive). Now stop bothering these guys and filling the thread with unnecessary noise. If you have something to settle with them, take it to private messaging.

  • Vaya
    • August 10, 2018 at 2:05 PM
    • #6

    A new idea for mid ??

  • El_Exodus
    • August 10, 2018 at 2:22 PM
    • #7

    Super long sightline spotted :(

  • Vaya
    • August 10, 2018 at 2:26 PM
    • #8
    Quote from El_Exodus

    4 minutes ago, El_Exodus said: Super long sightline spotted :(

    sightlines are easy to change - focus on the T path in :)

  • csWaldo
    • August 10, 2018 at 3:25 PM
    • #9
    Quote from El_Exodus

    1 hour ago, El_Exodus said: Super long sightline spotted :(

    Havent really worked out the CT entrances yet. Mid needed to be redone and this is the rough concept I worked up with Vaya. Closing up and refining those angles will be our next priority for sure!

  • Vaya
    • August 13, 2018 at 11:25 AM
    • #10

    https://gfycat.com/LeadingEnormousHyena


    Gifs are fun ?

  • poLemin
    • August 13, 2018 at 12:50 PM
    • #11

    I like the look of mid. It's way clearer now where fights are happening. Big improvement.

    Two things that you might want to consider: The boost at mid to the right is a pretty large area. People can easily maneuver on it. I would restrict player movement up there a little bit. I'm not saying to copy Cache's boost, but think of how that boost feels. First part feels very clumsy if it's more than one person, then you have to cross the enemy's line of sight, and then you have some more breathing room, but no actual corner to tuck yourself into. I also can't tell by the gif whether boost is visible from the bridge over the left hand side bomb site.

    Second thing i would to rethink is this plank jump. It seems like you've increased the difficulty compared to the last time. In my opinion, this would lead to a situation where you can enhance ONE spawnpoint, but not more. Reason behind that, is that features like jumps, boosts, ladders ect, slow players down and this gets enhanced greatly if it's more than 1 player traversing that path. You gotta have perfectly synchronized and flawless movement to take advantage of this as a team. If you mess up, you kill yourself and potentially people coming behind you since they bump into your falling model. One thing that could still make this viable, is a small platform underneath that leads back up to the highground on the left. If you fall down and or cannot make the jump, you don't lose your (and potentially your team mates') life, but a significant amount of time.

    Keep going! I really like your progress. This is gonna turn out to be amazing!

  • Vaya
    • August 13, 2018 at 1:42 PM
    • #12

    Much thanks on the feedback!

  • csWaldo
    • August 16, 2018 at 9:24 AM
    • #13

    Gotta keep the thread alive, so here's a concept for B connector :D

  • blackdog
    • August 16, 2018 at 10:21 PM
    • #14

    Looks like keeps improving steadily.

    That bridge over B reminds me of an area just outside Waterloo (where they also shot Bourne Ultimatum)

  • Vaya
    • August 16, 2018 at 11:18 PM
    • #15

    yeah the bridge is still a point of contention - could be very overpowered with boosts etc. Hoping to keep it open though because it's a cool focal point

  • blackdog
    • August 18, 2018 at 1:57 PM
    • #16

    Silly observation... how that van got into mid if the access is all stairs? :D Will it make sense as it could come from CT side?

  • csWaldo
    • August 18, 2018 at 3:30 PM
    • #17
    Quote from blackdog

    1 hour ago, blackdog said: Silly observation... how that van got into mid if the access is all stairs? :D Will it make sense as it could come from CT side?

    Well, time to scrap this map. ☠️

  • blackdog
    • August 18, 2018 at 4:28 PM
    • #18

    Please don't :) It jumped to my eye simply because I was watching @FMPONE's stream on YT, I know you just putting placeholders and stuff, don't mean to nitpick on stuff like this at this stage of development

  • csWaldo
    • August 19, 2018 at 11:32 AM
    • #19

    Released a new version just now. Here's a slider that shows our progress:

    https://imgsli.com/MTk1Mw

  • csWaldo
    • September 2, 2018 at 1:26 PM
    • #20

    B site needed some love after the last playtest, so here's another progress gif:

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