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[CS:GO] Cusco

  • Kokopelli
  • April 30, 2020 at 6:51 AM
  • Lizard
    • July 18, 2020 at 9:44 AM
    • #21

    What I also like to do is to take an area from a greybox that I'm sure wont change much and do artpass on it. Sort of test scene for lighting and assets.

  • Kokopelli
    • January 22, 2021 at 12:45 PM
    • #22

    Thanks all for your input. Made some gameplay improvements to the map based on reviewing demos and playtester feedback. Feeling good about these changes. I think they address the core issues and improve the logic of the map. Let's see how the next playtest goes this week.

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    [Blocked Image: https://i.imgur.com/UdT7r1i.png]


    CHANGE NOTES

    [A SITE]

    • Moved plant zone to truck
    • Reworked truck shape to eliminate headshot angles when a player is on top
    • Moved boostable propane cannisters to side of truck to eliminate headshot angle
    • Widened A main and added boostable crates near warehouse entrance

    [WAREHOUSE]

    • Forklift now boostable

    [MID CONNECTOR]

    • Redesigned connector to reduce the number of sightlines visible at once when pushing to/from A-mid
    • Rerouted to B-mid for smoother rotations

    [B-MID]

    • Slightly reworked elevation to create a defined pit area
    • Added some cover
    • Added a trim on T stairs

    [B SITE]

    • Redesigned cover on bombsite
    • Closed off part of crypt
    • Reworked main entrance from CT spawn
    • Widened balcony and added some cover
    • Balcony now fully wallbangable

    [T-SPAWN]

    • Widened area in front of cathedral entrance
    • Moved some T spawns back
  • Kokopelli
    • February 8, 2021 at 9:21 AM
    • #23

    UPDATE PREVIEW

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    BALANCING CT SIDE

    After last week's playtest I've been working hard on refining the A site and the pathing around it. CTs were feeling overwhelmed and so the focus has been on improving defense for the CTs. What seemed to be causing the most issues for CTs was the A mid/mid connector area. For Ts, although the angles could be cleared one by one, it proved to be too impractical. But for the CTs it was even worse because they could be so easily overrun by T rushes and were punished for extending. So I closed off the entrance to connector from A mid.

    [Blocked Image: https://i.imgur.com/S1hYq0Z.jpeg]

    UPDATED RADAR:

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

    With this change, each team can now fully control a mid connector before any engagements. When CTs take control of A mid, they are rewarded with another connector to B mid for flanks/rotations. When Ts take control of A mid, they gain another entry point to A site. The same is true for B mid and B site respectively. Think this will greatly improve the dual-mid dynamic.


    SIGHTLINE NERF

    [Blocked Image: https://i.imgur.com/Fgt8Tcm.jpeg]

    Another small but significant change was eliminating this long sightline from top of A mid to A site, which was cutting the site in half and making it real hard for CTs to rotate into the site safely. This new big piece of cover serves to block that sightline while also helping Ts find cover on the approach into the site—plus CTs can also boost up onto it to gain some interesting vantage points.


    BETTER DEFENSE

    [Blocked Image: https://i.imgur.com/0JRiIAz.jpeg]

    Another focus with this update was improving CT defense on A site. I altered some of the geometry and placed two vendors stands to give both defending and attacking players better cover to work with. This helped eliminate even more long sightlines across the site.


    IMPROVED A SITE COVER

    [Blocked Image: https://i.imgur.com/uk5Sw0f.jpeg]

    [Blocked Image: https://i.imgur.com/AQW8uiT.jpeg]

    [Blocked Image: https://i.imgur.com/41gMH6W.jpeg]

    The new vendor cart leaning against the truck creates safer plant positions for Ts.


    REWORKED A MAIN

    [Blocked Image: https://i.imgur.com/n69Nk91.jpeg]

    I rerouted the path from warehouse to A site to make it less overwhelming for CTs.


    [Blocked Image: https://i.imgur.com/yu71I2K.jpeg]

    Ts must now push out farther before getting visibility of the site. They are then rewarded with this cubby for pushing out.


    OVERHEAD VIEW

    [Blocked Image: https://i.imgur.com/Yu3uaKs.jpeg]

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