After creating several AIM and FY maps, I decided to start working on a hostage rescue map. After about a month of work, I'm proud to present Exodium:
[Blocked Image: https://i.imgur.com/dsg1i1Q.png]
Download (version 0.33):
This map is my attempt to re-balance hostage rescue mode so that it wouldn't be so T-sided. To do this, I did two things. First, I placed the hostages into two separate locations, similar to how bombsites are located on defuse maps. Thus, unlike a map such as Assault or Office, terrorists will now have to split up to effectively guard the hostages.
Secondly, I made the map dynamic. Instead of returning to CT spawn when a hostage is picked up, the CTs instead go to a new area that becomes accessible to rescue the hostage (see blue area in layout). More specifically, there are three doors to the hostage rescue zone that are closed at the start of each round (marked in red). The two doors near the chambers will open when the CTs pick up the hostages, while the door at terrorist spawn will open after a 10 second delay, to discourage terrorists from camping at T-spawn.
When a CT picks up a hostage, the round becomes a footrace to the rescue zone. Because the player carrying a hostage moves at only 200 units/second (as opposed for 250 units/seconds for knife players), the terrorists still have a chance to cut off the CTs before they reach the rescue zone. However, I also placed three separate rescue zones in three separate lots/warehouses, thus terrorists will have to choose which rescue zones to guard when they reach the back area. If they camp the wrong rescue zone, then the CT might easily slip past them undetected. Thus, CTs have a massive advantage when they reach a hostage, which I think it's fair given that reaching the hostage in my opinion should be the equivalent to planting a bomb in defuse mode.
I got this idea of a dynamic hostage rescue map from @El_Exodus, who first proposed this back in 2016. This is also why the map is named, well, Exodium.
And now, more screenshots:
Lobby near CT spawn
Hallway to Chamber A
Chamber A
Mid
Route to Chamber B. You can also see a bit more of the skybox I created in SpaceEngine.
Chamber B. Influenced by de_cache's bombside B.
One of the warehouses near to the rescue zone. You can also see signs the the other two rescue zones in this screenshot.
While all the brushes are textured, cs_exodium is still in the early stages. Would really love to hear feedback regarding my tweaks to the hostage rescue mode, as well as the map in general.