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[CS2] de_nagari

  • Anarchy
  • April 15, 2023 at 6:40 AM
  • Anarchy
    • April 15, 2023 at 6:40 AM
    • #1

    [Dev version of the map on workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2963275662 Please play and share your feedback, hold nothing back, your input would help a lot. Changed name from Nagar to Nagari, a small change for various reasons.]

    Hi, I am making a map for CS2. I will start with dev version in Hammer editor for now to get early feedback. My inspiration for this is ancient/traditional areas of my region, India, with few cultural attractions. I am taking Mirage/Inferno as the influence to the map layout because - A. they are pretty popular in my region and - B. since Mirage is most consistent in the active map pool, it makes sense to study why its considered as the most balanced map (and also why some players/pros don't want to play it).

    Simple, few props in the way, balanced timing, etc. My approach is layout/gameplay first and theme second (themes/influences might change along the way which is why I am not sharing pictures of irl references yet). I have made a 2D map layout and discussed with few friends who are better at the game than me. I am open to feedback from experienced map designers and players.

    WIP-Doesn't represent final map theme/aesthetics.


    Updated Map Layout/Radar:

    Below hidden elements are old layouts / radars from the start.

    Spoiler

    Spoiler

    Spoiler

    Spoiler

    Spoiler Hiding old layout radar

    Spoiler Hiding because old layout

    Spoiler Hiding old layout

    Spoiler Hiding old layout radar

    Spoiler Hiding because old layout

    Spoiler Hiding because old layout:

    Spoiler Edit Note: This map layout is outdated

  • Anarchy
    • April 24, 2023 at 8:16 PM
    • #2

    Update #11.1 : Added cover image

    Update #11.2 : Fixed Nav Mesh on CT side. CT bots dont float at the Admin entry point now.

  • leplubodeslapin
    • April 24, 2023 at 8:42 PM
    • #3

    [Blocked Image: https://media.tenor.com/KjJTBQ9lftsAAAAC/why-huh.gif]

  • Anarchy
    • April 25, 2023 at 9:30 AM
    • #4

    Updated #12: Added arch on A site. Small changes and nav fixes

    Quote from leplubodeslapin

    12 hours ago, leplubodeslapin said: [Blocked Image: https://media.tenor.com/KjJTBQ9lftsAAAAC/why-huh.gif]

    Why? XD

  • leplubodeslapin
    • April 25, 2023 at 2:31 PM
    • #5

    Why would you use a forum thread for your changelogs ? 😅

    Screenshots are cool but blockouts don't really speak for themselves in screenshots, they need to be played or recorded in videos at least. People would also be interested in your progress if it shows some visual improvements for instance, but i don't think that it's the right place to write a message for every change on your map, especially at this early stage.

    (In any case, have fun working on your map !)

  • Anarchy
    • April 25, 2023 at 7:31 PM
    • #6
    Quote from leplubodeslapin

    4 hours ago, leplubodeslapin said: Why would you use a forum thread for your changelogs ? 😅

    Screenshots are cool but blockouts don't really speak for themselves in screenshots, they need to be played or recorded in videos at least. People would also be interested in your progress if it shows some visual improvements for instance, but i don't think that it's the right place to write a message for every change on your map, especially at this early stage.

    (In any case, have fun working on your map !)

    Well it kinda acts as a motivation to work on map daily and avoid procrastination. However my intention was to start discussion around the layout of the map. I want to focus on gameplay in source 1 version and do artistic detailing in source 2. I am doing a lot of changes in very short time so I didn't think sharing screencap of each change would be good idea as it may cause confusion, which is why I am only updating radar and share screencaps only when I am confident of the layout. Still I understand adding each change would not fit the forum thread purpose, especially since some of the changes I thought were probably permanent are now again undergoing changes. Maybe I haven't done a good job of "showing" progress of the map. I will stop spamming this thread and share only something substantial. Thanks!

  • zombi
    • April 26, 2023 at 10:27 AM
    • #7

    I like to share progress after playtests (helpful for documentation for portfolio having all versions of the map in one place) and when I do some bigger art pass on the map.

  • Anarchy
    • May 6, 2023 at 4:29 PM
    • #8

    Many changes: Update #15 - Name changed from Nagar to Nagari because there is already a workshop map with that name. Nagar in some accents sound sus. Theme changed from modern urban locations to ancient locations of India with traditional motif from every state of India. Major layout changes to T spawn, T to B path, Mid to B path and B site layout changes. B heaven is less OP and smaller. And many fixes and changes. A site has a backdoor/room for back site post plant. Timing adjusted. T side looks blank now but I will improve it either in CS2 or earlier.

  • Anarchy
    • May 13, 2023 at 6:38 PM
    • #9

    Update #16: Major layout changes. Rolled back B site to previous version (before update 15) Adjsut spawns for both teams for timings. Pushed back Mid window. Added stairs, truck and top floor from old version but kept mid to B connector from Update 15 as its simple and allows peek from top floor to connector without opening sightline into mid. Added more boxes and cover around the map. Reworked mid to add some height variation. Added one shared cover in middle of the mid (for playtest) The heaven and B main are same as old version but changed sides to break long sighlines. Kept CT side road from update #15 as its shorter and the sightline from B to A through CT is not a straight line so T can't hold both CT entrances/exits from one position or at the same angle. Texture changed to plain textures. Minor changes and fixes.

  • Anarchy
    • May 16, 2023 at 5:13 PM
    • #10

    Update #17: Layout change to A ramp, T to B path at spawn. T spawn and CT spawn adjustment. Minor fixes and changes.

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