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[NEED FEEDBACK] Bakery (CSGO)

  • linkinblak
  • December 5, 2019 at 4:54 PM
  • linkinblak
    • December 5, 2019 at 4:54 PM
    • #1

    So yeah I was playtesting @El_Exodus 's map and I liked it a lot. So one night I couldn't sleep and I was thinking about his map so I gave him feedback, but an idea I had about mid was stuck in my mind. So I went and did it in photoshop :

    Then I was like "lol mapping is fun" so I used my designing skills to make this (as you can see I had to use my graphic tablet to make this polished layout) (as you can also see I didn't have enough ideas to make B right away) :

    Then I installed hammer and I made the map very thank you to TapHetWafulHere :

    Mid (with inspired Exodus connector on the left)

    A :

    me are french and we like

    B :

    My friends and I bread so I made it bread themed.

    Radar :


    Presentation video :

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    Workshop link : https://steamcommunity.com/sharedfiles/fi…/?id=1929067900

    This map is not optimized at all. If you have feedback about layout I would love to hear it.

  • linkinblak
    • December 6, 2019 at 3:06 PM
    • #2

    Added cover on both spawns and A site Changed skybox Changed lighting in haystack room Added a position to look top mid

  • linkinblak
    • January 8, 2020 at 6:23 PM
    • #3

    Updaterino time ! Finally switched to TAR, it was tedious because of the way I started the map but anyway, it's done and it looks cool !


    I slightly modified a lot of stuff :

    - changed timings on mid and B

    - added cover for t's on catwalk

    - added cover for t's and a new line for ct's on B

    - closed B tunnel

    - added some textures for visibility

    - changed underpass so it goes directly on A site

    - opened a new "overview" line for t's in mid

    - closed a ct line on mid to help t's to get in


    I think the map is a good state now. Let's see what the playtest give me.






    Workshop link : https://steamcommunity.com/sharedfiles/fi…/?id=1929067900[/b]

  • linkinblak
    • January 30, 2020 at 1:07 AM
    • #4

    N

    New version, hoping it's more readable and thus playable.

  • linkinblak
    • January 30, 2020 at 5:15 PM
    • #5


    Tried making CT spawn less confusing thanks @zastels

  • linkinblak
    • January 31, 2020 at 12:42 PM
    • #6
    Quote from zastels

    11 hours ago, zastels said: Presently you cannot do mid control in a traditional sense. If you're CT with an AWP, that works kinda but you will be flanked to death with ease.

    It might be stupid but I think being flanked as a CT holding mid when your team completely lost a bombsite if fine ? When else are you gonna get flanked anyway ? You lost a third of the map, I think it's fine if you, as a defender should start worrying about it.


    Quote from zastels

    11 hours ago, zastels said: If you're a T in mid with an AWP defending a bomb plant, controlling mid seems pointless because you have no line of sight of the CT's rotating.


    There is actually a line of sight covering the safe, risky and the aggressive rotate from top mid.

    I might have to think about deleting a path but I want to give incentive for Ts to take mid and push it for a split.

  • linkinblak
    • January 31, 2020 at 7:53 PM
    • #7

    Tbh I feel like the whole map needs to be shrinked because there is not much close encounters anywhere really... Also I want to rework how Ts get around A.

  • linkinblak
    • February 2, 2020 at 5:02 AM
    • #8

    Went for a shrinking of A and B routes to make it feel more like neutral zones that can be held by both teams.

    Made timings more T favorable, I want to see the action happen close to the bombsites.

    Haven't touched mid because I don't have any ideas on how to fix it, not sure if there is a problem with it though. Pretty sure the connectors to A and B should be changed in a way but I think I've fixed what made mid broken in the previous iterations already. Need to see how it plays out with real players, also now that A timings can be exploited by Ts to drop down it gives a new flank to mid that was not exploitable before.

  • linkinblak
    • February 19, 2020 at 1:37 PM
    • #9

    New update

  • linkinblak
    • March 3, 2020 at 12:11 AM
    • #10

    updaterino time

    - added a bakery in mid - new route for A long - revamped A short - overall minor adjustments


    [Blocked Image: https://cdn.discordapp.com/attachments/570728171566006288/684163337902096531/unknown.png]

    [Blocked Image: https://cdn.discordapp.com/attachments/570728171566006288/684163592525971466/unknown.png]

    [Blocked Image: https://cdn.discordapp.com/attachments/570728171566006288/684163704484397185/unknown.png]

    [Blocked Image: https://cdn.discordapp.com/attachments/570728171566006288/684163806821089294/unknown.png]

  • linkinblak
    • March 4, 2020 at 11:38 AM
    • #11

    Updated to make path feel more like areas

    A paths changed, one's gonna be short range, the other one long range

    B connector changed

    Changed the radar


    https://steamcommunity.com/sharedfiles/fi…/?id=1929067900

  • linkinblak
    • March 23, 2020 at 1:17 AM
    • #12

    - added a catwalk from A to A short - changed wall to wood on B long - changed sniper visibility on B - added cover for cts in mid - narrowed mid - added cover in lower mid - changed A long to require a boost to peek from a second angle


    https://steamcommunity.com/sharedfiles/fi…/?id=1929067900[/b]


    If anyone has any advice, I think it's getting close to being the final layout before I go to texturing so if you have any though about that please share.[/b]

    Still need to give love to spawns but I don't really know what to do because they're pretty useless areas as for just now. What if I deleted the top and bottom part of the map just to shrink it all and make every part of it be played?[/b]

  • spa
    • March 23, 2020 at 8:27 AM
    • #13

    If you haven't already it would be a good idea to playtest this before moving to the next phase.

    Good luck!

  • linkinblak
    • April 2, 2020 at 4:17 PM
    • #14

    - changed A long - made it longer for ts to go A long - removed a ct path in B - reworked CT backup and cover on A - added an oven in B - reworked the back of B site - revamped T spawn - added chickens - radar color changed to match real bread more closely :D

    And a few new screenshots for the workshop page

    Sorry for spamming with regular updates that nobody cares about but seeing the process and making everything seriously even tho it's my first map is part of the fun for me.

    Workshop link : https://steamcommunity.com/sharedfiles/fi…/?id=1929067900[/b]

  • Freaky_Banana
    • April 3, 2020 at 1:31 AM
    • #15

    Why would we blame you for posting updates in your own thread?

    Also I agree with spa .you should really playtest this before going ahead.

  • linkinblak
    • April 3, 2020 at 1:28 PM
    • #16

    Yes a playtest is planned tonight :)

  • linkinblak
    • May 17, 2020 at 11:36 AM
    • #17

    Big update.Workshop link : https://steamcommunity.com/sharedfiles/fi…/?id=1929067900

    Here's a list of changes that happenned in chronological order.

    - added a catwalk from A to A short - changed wall to wood on B long - changed sniper visibility on B - added cover for cts in mid - narrowed mid - added cover in lower mid - changed A long to require a boost to peek from a second angle


    - changed A long - removed a path in B site - reworked CT backup and cover on A - made it longer for ts to go A long - added an oven in B - reworked the back of B site - revamped T spawn - added chickens - radar color changed to match real bread more closely


    - new path for t in B - removed A short - new opening in A long - added a catwalk topmid for ts - removed new B long but added some cover for Ts to control - added a balcony T spawn - changed the navigation at A long in the garage - widened catwalk on A - changed the big cover on A - removed the underpass on CT to make it an "upperpass" - removed quick CT to B connector route - added a door + hallway that goes from B to B con as a way to go around the B con smoke Thanks Marloncha for the suggestions. - re-added second B route but as the main route this time - short B route will require some jumping - moved back T spawn by quite a lot - removed ability to boost Ts on the platfort A long - reworked A long so then angles changed, it's now longer, takes a part of the site itself - added an mini-catwalk along the whole A long


    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/1021699804506009192/01D45BBDA1E6925A4BEB73622924F42EE1176C63/]

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/1021699804506027354/54F1E0983AE38674EB44A6856AFE07CA32E070AF/][Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/1021699804506025886/9A785389875DC5085ABEA258A58B77EE2EB900D6/][Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/1021699804506025343/44DE72A380D86EB0C56BFD8FA6FDCD949BD7C89F/][Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/1021699804506024754/10A8555105CB51CE700BAF242A09B2955FEE825D/][Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/1021699804506027041/84E21AF7A62ADA7234F90798E537AC081E8BD7D4/]

  • linkinblak
    • October 2, 2020 at 11:25 AM
    • #18

    BIG UPDATE : https://steamcommunity.com/sharedfiles/fi…/?id=1929067900 - Moved a lot of things - Map should be better - Moved the A apps to B - Remade A routes - Changed mid secondary path - Opened B connector to CT - Closed T spawn A entrance to mid - Temporary version uploaded for feedback purposes

    If anyone has feedback of any sort I'd gladly take it. I'm still focused on layout. I know both spawns are pretty bland for now and the multiple stairs leading to the B apps are stupid, if you have any suggestions to fix that pls go ahead.

  • linkinblak
    • October 9, 2020 at 3:03 PM
    • #19

    Quite big update again. Most important thing is I widened the whole map to make rotations longer. It didn't make the rotations that longer but still a bit, I also got the B connector closer to the T side so they can sneak in and it delays the fast CT rotate. Patchnote : - move t spawn to change timing - changed lower A to dissuade CTs from pushing - added a corner A long for CTs to peek bridge - added a window to flash mid - added beer tap for cover in B apps - cleared thosed stupid stairs B apps - removed sniper angle - new cover B main

    I'm really needing feedback, I feel like the layout is getting better and better but there's so much new stuff I might completely misreading it. A lot of things are still pretty connected but more on T side of things. https://steamcommunity.com/sharedfiles/fi…/?id=1929067900


  • linkinblak
    • November 4, 2020 at 7:55 PM
    • #20

    Huge update again. A : - long and short drastically changed. - the high/low path is gone - there is now one entrance for each path - new path that goes from A long to CT spawn allowing attacking flanks and defensive options B : - entrance is now only the café, there's not only a window and a door to go out on B as T. - site changed a lot, oven is in the middle of the site to be blown up - B long is gone, now links into the café Mid : - connector from mid to A is gone - bakery has been closed to simplify mid layout - lower part is now without a drop allowing CTs to go for aggressive peeks CT spawn is has now more cover.https://steamcommunity.com/sharedfiles/fi…/?id=1929067900 I still need feedback. If anyone has comments about the map I'd gladly read it.

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