Saguaro
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Saguaro layout: The goal for this map is to explore an open styled layout, in contrast to our previous map Iris which was much tighter and fast paced. During the playtesting and refining stage we want to explore a new gameplay concept. I will share more about what this is once it is implemented.
Link to workshop: https://steamcommunity.com/sharedfiles/fi…/?id=3263564177 -
Kudos for taking risks! Very excited to play this. I'm curious if you have some heuristic for measuring the complexity of pathways, or if you're just waiting to see how it plays? You seem to have a lot of loops, twice as many as the single-layer maps in the official map pool (not that that should be a standard, especially since this is a new game).
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Yeah we are trying out something new for CS2, which means to challenge the idea of classic mid-control. We are throwing a few ideas out at once so we need to see which of those ideas hold up in playtesting.
I mentioned that we want to explore a new gameplay concept. I can describe the concept a little since it can be used to "limit" some pathways. The idea is to place one or more destroyable "triggers" in the level that act like large sound cues. This sound trigger will alert any close-by player of movement in a particular area of the map unless the trigger is disabled by any team. I will work on this concept this week so I will go into more detail in a later post. -
this looks sick
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I am here, not even able to get my radar right, and people here are posting maps like this! But it is interesting to be part of this in any way possible! Best of luck on the project for the authors, I love what I am seeing now!
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Trying to capture moments of this contest. Showcase captures the map at 09.06.24 Looking forward to seeing what you guys have planned! Stay safe and stay mapping!
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As promised, I will go into more detail about a gameplay idea we have for this map now that its implemented. The idea is to have an interactable rattlesnake in the map that makes sound when players are in close proximity. The snake can be killed and will remain silent for the rest of that round.
The aim is to give tactical opportunities for both teams, and also to give the map a memorable set piece that fits the theme.
The orange box is the zone that triggers the snake to make sound. The red circle is the audio range. The audio range is quite large as a start, but we will have to see how well it works in playtesting.
Here is a video of the mechanic in action. The map has been updated to include this feature (among other layout adjustments) so check it outExternal Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
I would like to thank bman from Eagle One for helping me implement this feature. You're the best!
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would be even more cool if the snake could crawl around the map
maybe the chicken could be modified?
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Quote from tomm
15 minutes ago, tomm said: would be even more cool if the snake could crawl around the map
maybe the chicken could be modified?
Sounds advanced! I want to see how I can build on this idea with the limited scripting knowledge I have. Some other ideas to build on: - Getting too close and the snake bites you - Multiple nests [Blocked Image: https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcSnWvLN5pd4Z539t-UBkneaAIeY3yY-OrLrci97sB97RLg_1Rbl] Rattlesnakes are patient animals, and they will stay coiled up like this in the same spot for hours or days waiting for prey. So having them in one spot is realistic
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Cool idea! If you were to make a complicated map with a lot of routes work, it would be with something like this, to assists awareness.
A func_door_rotating camel would also fit the theme.
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CS needs more stuff like this

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This is such a cool feature, would love to playtest this
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