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de_rochosa [Wingman]

  • Mafi0s0
  • November 16, 2022 at 3:50 PM
  • Mafi0s0
    • November 16, 2022 at 3:50 PM
    • #1

    Hi Mapcore,

    I create a map based on a fictional favela.

    The map is still 90% complete if anyone finds bugs and errors please let me know. I am waiting for your feedback.


    Version of the level:

    https://steamcommunity.com/sharedfiles/fi…/?id=2882123836

  • Freaky_Banana
    • November 17, 2022 at 4:44 PM
    • #2

    Hey,

    I just ran around and checked it out. This is an album of feedback I collected. https://imgur.com/a/8RWorxs

    Overall it seemed like a super fun and fastpaced map. Because it is so open on the bombsite, I fully expect no round to go longer than 45 seconds.

    Also, I believe CTs might struggle, just because all CT defense positions have to worry about the long flank through CT spawn area, so it is either a 1v2 on the bombsite, if they decide to hold down the long flank, or they have to split attention multiple ways constantly, opening up sizeable timing windows for Ts to just walk through chokes.

    PS: Just found this: Use a block with the cs_italy "black" texture on all sides to cover the gap and pull the prop down a few units so it's actually on the floor.

  • Mafi0s0
    • November 18, 2022 at 12:55 AM
    • #3

    hey,

    thanks for all the feedback ;D

    I will try to fix this error thanks


    Quote from Freaky_Banana

    8 hours ago, Freaky_Banana said: Hey,

    I just ran around and checked it out. This is an album of feedback I collected. https://imgur.com/a/8RWorxs

    Overall it seemed like a super fun and fastpaced map. Because it is so open on the bombsite, I fully expect no round to go longer than 45 seconds.

    Also, I believe CTs might struggle, just because all CT defense positions have to worry about the long flank through CT spawn area, so it is either a 1v2 on the bombsite, if they decide to hold down the long flank, or they have to split attention multiple ways constantly, opening up sizeable timing windows for Ts to just walk through chokes.

    PS: Just found this: Use a block with the cs_italy "black" texture on all sides to cover the gap and pull the prop down a few units so it's actually on the floor.

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