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[WIP] de_Monsoon

  • Maritime
  • June 6, 2019 at 1:56 AM
  • Maritime
    • June 17, 2019 at 11:39 AM
    • #21

    @JackT that's true! i'll try to fix that up when i get the chance. Thanks for the feedback.

  • Maritime
    • June 19, 2019 at 3:30 AM
    • #22

    Recently I made a few layout changes, inducing moving both T and CT spawns, I'd also like to clarify that the second CT entrance to B and the area at the end of T spawn are caves. In addition to these changes Iv'e also officially changed the name to de_monsoon. Hopefully I'll be able to get a playtest for the map but until then here's the most recent radar and another radar evolution gif:

    Spoiler

    Spoiler

  • Maritime
    • June 20, 2019 at 2:11 AM
    • #23

    I made a few layout changes today, but the biggest thing iv'e done was add some actual detail to the map! Mid is now semi detailed, the whole look of the place is prone to change, but it's good to get some practice in. Here's the workshop link:

    https://steamcommunity.com/sharedfiles/fi…/?id=1768578755

    As always, feedback is much appreciated.

    Pictures:

    Spoiler

  • Maritime
    • June 21, 2019 at 9:43 PM
    • #24

    Not much has changed recently with the layout itself as iv'e arrived at what i expect to be my definitive layout, besides maybe some alteration at B site . Iv'e submitted a form for play testing so hopefully i make it in, i wouldn't expect many layout changes unless it turns out to be absolutely broken. Besides that there have been some tweaks to the detail and more clipping has been added.

    Also, what do y'all think of these radar colors?

  • Maritime
    • June 25, 2019 at 6:13 AM
    • #25

    I've been trying to make some minor changes before the (potential) playtest tomorrow, mainly redoing some older brushwork. I've also started making custom textures for the map, includin g Sanskrit decals and hanging tinsel. Here's a picture:

    Spoiler

    https://steamcommunity.com/sharedfiles/fi…rchtext=monsoon

    also an off-brand logo i made for the map:

    Spoiler

  • Maritime
    • June 29, 2019 at 12:01 AM
    • #26

    Now that the play testing information has come in I've considered a few layout changes, major and minor. The most noticeable of these is likely the removal of the main T-route to B site. Timings through mid have always been faster and I've added an idea for a boost spot in T-spawn. Since this isn't an actual change to the map, rather a radar mock up, timings and balance for the new changes haven't been tested, but they have been considered.

    (Potential) Changelog:

    Spoiler

    • Reduced overall map size, and simplified some areas (playtest feedback)
    • removed old T to A route
    • Flipped T spawn
    • Reduced clutter at mid (playtest feedback)
    • Widened T to A route (playtest feedback)
    • Removed right side entrance and toxic-esque room
    • removed unnecessary space at CT spawn
    • Altered fountain room
    • Drastically altered CT to mid route
    • connected both mid to A routes
    • Altered shape of caves
    • added boost in T-spawn
    • smoothed out a few places

    old:

    New:


    Let me know what y'all think of these ideas.

  • Maritime
    • July 13, 2019 at 8:22 PM
    • #27

    Since I've not updated this in a few weeks now I think it's about time I do. After the playtest of my map I planned many map changes and for a little while now they've been successfully implemented. I personally already much prefer the newer version, if just feels improved. As of posting this I will be away for a week and unable to work on the map, so any feedback may take a little while to be implemented.

    Anyways here is the layout comparison and changelog! any feedback is as always, much appreciated.

    Old layout:

    Spoiler

    New layout

    Spoiler

    Changelog:

    Spoiler

    Changelog:

    • Remade T spawn
    • Heavily altered T side of the map
    • Added a boost at T spawn
    • Added cover to T to A route
    • Rotated parts of the map
    • Altered verticality
    • Removed obstructions in T to B
    • Removed a redundant route
    • Made a B to A rotation easier
    • Removed T caves
    • Altered shape of CT caves
    • CT to mid entrances altered significantly
    • Made CT to mid more accessible
    • T to A route altered
    • Added an alternate T to A route through CT to mid
    • Removed clutter at mid
    • Unnecessary space near CT spawn removed
    • Shortened A site
    • Reduced map size (mainly length)
    • Some detail added
    • Clipped most stairs
  • Maritime
    • July 14, 2019 at 3:19 PM
    • #28

    Workshop updated to the newest version!

    https://steamcommunity.com/sharedfiles/fi…/?id=1768578755

    Bots are still quite uncooperative.

  • Karthoum
    • July 16, 2019 at 12:55 AM
    • #29

    Have you played DE_GWALIOR by FMPONE? I used to play that map a lot when it was in the Operation, it kind of reminds me of yours, albeit with a much smaller layout but you should get some design inspiration from it, if not how vertical it is.

  • Maritime
    • July 22, 2019 at 12:58 AM
    • #30
    Quote from Karthoum

    On 7/15/2019 at 7:55 PM, Karthoum said: Have you played DE_GWALIOR by FMPONE? I used to play that map a lot when it was in the Operation, it kind of reminds me of yours, albeit with a much smaller layout but you should get some design inspiration from it, if not how vertical it is.

    I have played Gwalior, though I have gotten some inspiration from it I'd like to keep them relatively separate. They are both Indian but the architectural styles are quite different. As for verticality I would be fine making monsoon more vertical, but not to the degree of Gwalior.

  • Maritime
    • August 6, 2019 at 11:49 PM
    • #31

    New radar:

    Spoiler

    Mid was changed (took me long enough), started some detailing, here's the workshop link:

    https://steamcommunity.com/sharedfiles/fi…/?id=1768578755

  • JackT
    • August 7, 2019 at 7:53 AM
    • #32

    I'm worried that T's will get to the right bombsite way before CT's.

  • Maritime
    • August 7, 2019 at 4:54 PM
    • #33

    @JackT I just re-tested the timings and the contact point is constantly by the connector to mid (K 10 and 11 on the radar). you might have mistaken the 2 man boost at T spawn for a more accessible path, the boost does speed up timings but it isn't viable for a full rush or anything. Then again the boost might be unbalanced, i haven't gotten the change to fully test it with real people.

  • JackT
    • August 8, 2019 at 8:13 AM
    • #34

    Ah ok, cool.

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