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Casco [WIP]

  • JayCoal
  • May 8, 2024 at 6:25 AM
  • JayCoal
    • May 8, 2024 at 6:25 AM
    • #1

    Map Theme: The map takes place in Cadiz, Spain.

    As you scroll through the main post in this thread you can see the evolution of Casco from its earliest workshop submission.


    Steam Workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=3241984116


    Change Log:

    August 4, 2024 (3):

    -adjusted timings -added team select and team intros

    August 4, 2024 (2):

    -added squeaky door in dark -added audioblockers

    August 4, 2024 (1):

    -removed nest and routed its entrance to dark -replaced ladder in lower outside with stairs

    August 3, 2024:

    -clipping pass -fixed bomb stuck spots

    August 2, 2024:

    -redid area outside of T-side dark

    August 1, 2024:

    -changes to lower outside -added silent drop from nest -raised roof of B site and made windows larger

    July 30, 2024:

    -squeaky now starts open

    July 29, 2024 (2):

    -added some clipping -minor tweaks around the map

    July 29, 2024 (1):

    -Changed T entrance to Dark -Moved CT spawn -Made B long more narrow -Changed T entrance to outside -Other changes

    July 24, 2024 (2):

    -reverted some changes

    July 24, 2024 (1):

    -moved entrance to B heaven -reverted to old T entrance to dark -rerouoted T entrance to outside to connector

    July 22, 2024:

    - Changed T entrance to Dark - Changed T entrance to Outside - moved T spawns

    July 21, 2024:

    - redid outside - added a connector from dark to outside

    July 17, 2024:

    - added some brushwork to T spawn - added some cover in T spawn

    July 14, 2024:

    - changed side of ladder leading into heaven - reversed door side leading to outside - extended B bomb plant zone - added a clip on catwalk

    July 9, 2024:

    - Created a box in B main that player can play around - moved B heaven entrance further back - redid outside - turned 2 entrances into dark into 1 - redid rotation path from B long to the rest of the map - removed self boost into A heaven - widened archway into A site - moved T spawns

    June 28, 2024 (2):

    - added audio blockers

    June 28, 2024 (1):

    - added ground textures

    June 27, 2024:

    - added more light to certain areas - made corner outside of squeaky less covered - added see through fence outside of B bridge

    June 24, 2024:

    - redid outside and removed CT connector from it - extended some parts of the map - other changes

    June 22, 2024:

    - made big changes to A site - small changes to B and Heaven - rerouted CT hall to A site

    June 20, 2024:

    -readded alternate path to B

    June 18, 2024:

    - blocked off CT spawn to dark sightline - made changes to A long - fix long sightline from A long to B main - adjusted heaven entrance position - turned vent into a hallway with a broken staircase and moved its entrance into B hall

    June 13, 2024:

    - brought back the one-way vent - clipped off op boost spot on B

    June 12, 2024 (2):

    - added alternate T path to B - rerouted T connector to T spawn

    June 12, 2024 (1):

    - added skill jump in B long - added benches outside of A long

    June 11, 2024 (2):

    Special thanks to Karthoum for helping me test timings and balance! - removed half wall in A long - narrowed A long and added a cubby for pushing Ts to hide

    June 11, 2024 (1):

    - adjusted timings

    June 10, 2024 (3):

    - removed vents :( - removed OP self boost in A long

    June 10, 2024 (2):

    - added breakable vents in vents and turned the partial ladder into a full ladder - added a grenade windon in B connector - removed a cubby in B connector

    June 10, 2024 (1):

    experimental update: - Rerouted B dark entrance to T connector

    June 9, 2024 (2):

    - added some greybox detailing - added T boost in A long

    June 9, 2024 (1):

    - added a squeaky in secret

    June 8, 2024 (2):

    - changed outside to be easier to clear and read - removed some clutter in B long - removed bench in B connector

    June 8, 2024 (1):

    - spaced out parts of the map to make it feel bigger

    June 7, 2024:

    - pushed A site up and made it more visible

    June 6, 2024 (2):

    - pushed back T spawns - added some greybox detailing

    June 6, 2024 (1):

    - added smoke windows - opened angle from elbow to dark

    June 5, 2024 (2):

    - added cubby in dark

    June 5, 2024 (1):

    ok this is actually the last update today - fixed timings

    June 4, 2024 (4):

    Last update today I swear - slight changes to T area connecting outside to elbow and connector

    June 4, 2024 (3):

    - added self boost in CT Middle - added a slant on box in B site to allow heaven player to drop down without taking damage

    June 4, 2024 (2):

    - fixed unwanted pixel gap

    June 4, 2024 (1):

    - Removed one CT entrance to B and replaced it with a heaven entrance [Thanks TheZartex] - opened angle from Kitchen to B long - removed T heaven in middle - added half ladder in vents to allow for silent drops [Thanks TheZartex]

    June 1, 2024:

    - slightly moved B connector doorway and made its wall thinner

    May 31, 2024 (2):

    - added text callouts and navigation hints

    May 31, 2024 (1):

    - made B site more open - widened doorways in B to middle connector - fixed clip brush issue in CT spawn

    May 30, 2024:

    Post 2nd MapInk playtest:

    - pushed back A site - turned crate on A site into a pillar - added crate for self boost on upper A - Pushed back CT spawn - added extra T rotation Path - reworked B site - many more changes

    May 24, 2024 (2):

    - added box in CT side of middle - slightly moved box near B site

    May 24, 2024 (1):

    - tweaked cover in double doors room

    - major changes to "middle"

    - tweaks to bombsite B cover

    - reworked B connector

    May 22, 2024 (2):

    - removed squeaky door

    - widened doorway in "Middle"

    May 22, 2024 (1):

    - greybox texture overhaul

    - pushed both bombsites back to improve pacing

    - removed extra entrance to B site from CT

    - other minor changes

    May 21, 2024:

    - added a cubby in T to "middle" - turned some ramps into clipped stairs

    May 20, 2024:

    - pushed T spawns forward - added a one-way drop where ladder room was

    May 19, 2024:

    Post MapINK playtest update: - no more orange :( - revised cover on both bombsites - ladder room / super connector removed - fixed broken angle in B main - other small changes Thank you mapINK playtesters for playing the map and giving feedback!

    May 17, 2024:

    Rebuilt Entire Map, focused on making the map more realistic to the setting. Added more complexity to the layout to allow for more dynamic gameplay

    May 8, 2024:

    Initial Release


    -- In-Game Pictures --

    May 31, 2024:

    T spawn:

    CT spawn:

    A site:

    B site:


    May 30, 2024:


    May 22, 2024:

    May 19, 2024:


    A-site:

    B-site:

    May 17, 2024:


    May 8, 2024 (Initial Release):

  • csWaldo
    • May 8, 2024 at 10:36 AM
    • #2

    You should tweak the tonemap and / or use darker dev textures. The sun is really blowing out in some places 😉

  • JayCoal
    • May 8, 2024 at 1:23 PM
    • #3

    Will do, thanks!

  • JayCoal
    • May 18, 2024 at 3:32 AM
    • #4

    New Version Available! See the main post for the link and pictures.

  • JayCoal
    • May 19, 2024 at 9:24 PM
    • #5

    The post-MapINK playtest update is now out!

  • JayCoal
    • May 31, 2024 at 2:48 AM
    • #6

    The 2nd post-MapINK playtest update is out. The map seems to be settling on its form and hopefully will be in a full grey box form for the Mapcore hub!

  • JayCoal
    • May 31, 2024 at 10:51 PM
    • #7

    Here are some drawings from the drafting stage of the map. I had some ideas right before I went to bed and scribbled them in the notes app on my phone. The map is split into three drawings so it may be hard to follow. (These were drawn roughly around May 1)

  • JayCoal
    • June 8, 2024 at 1:56 AM
    • #8

    After today's playtests, I have decided to push A site closer to double doors and put a different texture in the plating area. There weren't many plants on A site and I heard many players express that they had no idea where A site was. Hopefully these changes should address the issues!

  • JayCoal
    • June 8, 2024 at 6:07 AM
    • #9

    Many players commented on how crammed the map felt so I extended a few areas of the map to make it feel bigger, here are some new pictures of the extended areas:

    This front wall has been widened from 160 to 256 units

    The Ledge with plants (idk what its called) is a new addition creating space.

  • JayCoal
    • June 18, 2024 at 5:52 AM
    • #10

    The post mapcore hub update for Casco is out!

  • JayCoal
    • July 22, 2024 at 5:13 PM
    • #11

    Here are some changes based on feedback from a recent Mapcore playtest!

    The known issues were the following:

    - You can't really play for map control in many areas site rather just the bombsites

    - Rotations are too quick for CTs

    So far I've only fixed the first point on map control, here is what was done:

    First the entrance to dark has been changed to give CTs more control of Dark

    Before:

    After:

    Next, the T entrance to Outside has changed and timings have been adjusted so CTs can peak outside first, forcing Ts to fight for map control.

    Before:

    After:

    Also big thanks to Karthoum for discussing these changes. I also plan on addressing the rotation issue next update!

  • JayCoal
    • August 2, 2024 at 12:10 AM
    • #12

    Some final pictures of Casco before the first stage of judging 😀

  • JayCoal
    • August 5, 2024 at 12:49 AM
    • #13

    The official last version of Casco is now up! Today there was a SourceEngine playtest, here were the takeaways:

    - The B main / Nest area was very congested and felt hard for CTs to get a good hold

    - The T rotations were a little too long

    - The ladder leading to lower outside discouraged Ts too much from pushing, it was originally made a ladder to dissuade the CTs from pushing.

    Here is how I addressed the issues:

    The ladder issue was an easy fix, I just replaced the ladder with stairs.

    To fix the B main and T rotation problem required a decent amount of thought, but I fixed the issues with only one change: Instead of leading to nest, the left doorway in B long now leads to dark through a squeaky door. If Ts take control of Dark and full control of B long, they are rewarded with a quick rotation path. However, by making this change, Ts lost an entrance to B site. This isn't necessarily bad; Ts should now be more inclined to take B bridge and pincer the bombsite.

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