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[CS:GO] Nero (wingman)

  • Rump3L
  • June 30, 2019 at 12:35 AM
  • Rump3L
    • June 30, 2019 at 12:35 AM
    • #1

    A map with a historical monument set in Italy. Experimental project for wingman, but also 3v3, 4v4 & 5v5.


    Workshop link


    Here's the map overview

    Spoiler -- RADAR --


    And now some images

    Spoiler


    Bombsite A statue (would be awesome to have a nero statue there later on)


    T route towards straight alley



    Squeaky (mid to straight alley connector)


    T route curved alley


    All images on imgur album


    To Do's

    • fiddling around with map's cover, maybe tightening up some places a bit
    • transform detailed brushwork placeholder types into models/model
    • wiring, antennas etc. related props layer
    • further optimisation
    • texturing
    • dirtyness & lightning
    • 3D skybox (and skybox texture perhaps)


    Feedback gladly appreciated :)

  • Roald
    • June 30, 2019 at 12:42 PM
    • #2

    Great looking greybox! I got a few points of feedback, but this may not be legit, since I never played the map and base this on looking at your overview. I think its better if T spawn is more centered, so the paths take more or less the same time to get to the site. Right now the path to the left is super fast, while the path to the right (going up) takes twice as long. Not sure how to explain this, but the layout feels counter intuitive to me as the options for T gets limited when they progress trough the map. In a wingman map like this I would personally do it the way arround, expand T's options when they reach more map control. In that case, CT will get invited to push the chokepoints and try to limit T's options, but also taking more risk, by leaving the bombsite empty. Right now I would rather stay on site as a CT and have one guy defending the right side where two paths get together and have one guy defend the left side where basicly two paths come together in one chokepoint.

  • Rump3L
    • July 29, 2019 at 5:17 PM
    • #3

    NEW WORKSHOP LINK


    Quite a few stuff were added and tweaked opposed to the initial version posted here. Some places were too open and empty, exposing too many angles or being fully vertically disconnected from below (f.e. the bridge "cat" without potential boosts). The layout did not change much, however certain areas were given some variability and depth. Detailed info in change-log on the workshop page.


    New and improved radar (additional illustration of all possible spawns atm for the sake of this report)


    IMGs showing some of the applied changes

    Spoiler


    For the fun of it, I had an idea of some callouts (beware, some are just made up and not present in the standard names list)


    POV 'opening'


    POV 'embassy'


    POV 'goose'


    POV 'stairnana'


    So far I'm enjoying this and hope you do aswell

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