As my first project I have decided to make a defusal map based in space. The terrorists are attempting to detonate explosives in the two bio centers on space station Olympus.
Grill Fight
On Olympus, winning the fight for Grill is going to be critical for taking B site (T) or preventing it from being taken (CT). I predict that the fight for grill will have 2 T's and 1 CTas the T side can afford more players since CT players will probably have 2 players per site leaving one to go plat. Even with this lost player, the engagement on B would have 4 T's and 2 CT's. Winning grill quickly means killing the planter on CT or killing the defuser on T. To stop either of these scenarios the player(s) would need to smoke site (although the player grill will probably know where the defuser is in the smoke). Alternatively, players can counter by engaging the player in vents in an unfavorable battle or rotating all the way to long to kill them.
B Site
B is intentionally easy to take as it is difficult to hold. T's dropping duct cannot get back up unless they do a 4 man boost making it possible to put a max of 1 player duct. If a CT player wins the grill fight and fails to kill the planter (smoke on site) they can rotate duct along with CT's on A. In duct they have a vantage over site due to its height and can attempt a retake that is much easier than the defense. Before rotating the grill fight winner (CT only) can go plat to get a vantage of B! That's right, B sites right wall will be glass, a key feature on Olympus. Due to the high angle, picks on players behind t box will be the easiest, while T players pressed against the glass would be the only other vulnerable players on site. This makes plat balanced later in the round. Also note that plat is elevated and the stairs go up but because I am an idiot kid I neglected to put stair direction in.
A Site
A is intentionally hard to take as it is easy to hold (notice a theme?). Ct and T players enter the site at around the same time. If CT players hug the left side of A long (which I also neglected to label. Idiot!) they will be out of T's sight and hearing. They can proceed to walk (to trick T's into thinking they stacked B), or run behind grass to boost. Grass has two steps: a low one on the side facing the wall, and a high one on the T side preventing them from performing a similar boost. Once boosted you can either headglitch with your teammate under you, or jump on grass as your buddy flanks all the T's focused on you. The real power of grass is that you can boost on it at any point making you position unpredictable and less susceptible to T's pre-aiming where your head will be. If there is a 1v1 scenario CT's can easily smoke ct box if bomb is planted there and defuse relatively safely. Ct box is good cover for sneaky CT's to kill the unsuspecting planter and buy time for rotating CT's
Tower/Nest
More balanced than you think. T's who opt to leave the rush to go tower leaving their team a little weaker will benefit them greatly seconds later. They have a view of all the glass covered areas on this map. This includes the roof of a long, a section of glass roof on the CT side of B, the left wall of long ( excluding certain parts where rotating CT's can hide to avoid being spotted), and A's glass roof. This will make the CT's feel like they are playing metal gear solid and wonder why they are still here. The catch is that the dome on nest is not penetrable (dang!). Its space guys what did you expect? I predict that good T's will either stay in tower for the duration of the match to watch for rotations, or rotate back to it quickly after a successful rush to find CT rotators.
CT/T Spawn
As a way to spice up the map, T spawn will be inside of a space pirate ship and CT spawn will be in a ship for space police featuring coffee cups, doughnuts, and a lot of monitors.
"Cool" Detail ideas
The whole map will have a clean aesthetic with no pointless background noise except for (possibly) in the spawn to aid players who are saving and mistakenly switch weapons. The glass will have steel strips to support it except for the wall of glass on the right of B. I might add more glass than was mentioned in the Nest section to remind players that they are in space! I want to incorporate nylon into the walls and ceiling in some tight corridors to replicate the feeling of the ISS (international space station). There will be a few blocked passages to give this otherwise tiny map some volume. One of the blocked passages will have an airlock with a window where a torn of section of the station will be visible.Also the spawn ships will have little portholes in them. Is this idea cool or stupid? I am most eager to hear your thought on the map design rather than the planned aesthetics.
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