Decided after support from my buddies and a few community members to throw my hat in the ring with de_Sicily. Note, as listed in my 7/29/24 reply, the provided link is the second workshop post of the map. Link to workshop here: https://steamcommunity.com/sharedfiles/fi…/?id=3299008564
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Initial Submission
The map takes place, as the name implies, in a downtown, tourist-oriented portion of a Sicilian city in which T's have planted explosives to wreak havoc and demoralize their opposition in the area, although the initial charges failed to detonate. A small task force has been deployed to plant backup charges to finish the job, but are being intercepted by CT's in the process.
Obviously it's still relatively unfinished, mostly gray/orange box. I think the layout is just about where I'd like it, although I'm very open to suggestions, and work will continually be done on it. In the creation of the map, I pulled inspiration from Dust 2, Mirage, and aesthetically from Inferno and Italy, although many of the map's features and layouts have been theorized uniquely by me since I began fiddling with Hammer during my CSGO days.
Mid was made with a more traditional style in mind, although with a tight balance of sightlines and ample opportunity for use of utilities. In my playtesting, it has proven vital to map control given its size, as well as being a potential path to push either site from. An X-shaped pair of sightlines down it leads to a good variety of peeks and opportunity to gain control with a good pick early in the round, although it is a bit difficult to maintain that control as the round goes on.
A Site takes place in the yard of a tourist-oriented wine-tasting establishment, Casa Del Vino. A Site features a pair of entrances for T's to attack from, easily split, with CT's having a slice of high ground at the far side of it, being their most powerful position. A vast array of angles for CT's to hold are present on and around site, however, to keep each round fresh and dynamic. Between A Site and Mid is a set of alleyways, connecting the two for smooth rotations and potentially brutal flanks. These alleys also seem to be a powerful area to have control of, despite their relative disconnection from the site itself. A Site also consists of some slightly longer sightlines than usual, tilting it in favor of those with better eco and/or those able to make good use of smoke grenades and flashbangs. Overall, this is a nice, slow-burning site where deliberate strategy alongside quick adaptation will pay off for either side.
B Site takes place just outside of a hotel, the Borgo P. Carolina. This site's main feature is a long tunnel for T's to enter from, although CT's get control of that sightline first, making it a potentially difficult, though rush-susceptible route. There is a secondary path through an office building that lets out onto an elevated balcony area, offering a second set of peeks towards the site that, if used effectively, can punch a hole in the CT's defense to allow the tunnel to be used without opposition. CT's only have a small choice of predictable peeks down the tunnel, making it difficult but rewarding to maintain control of. Most of their powerful angles reside either on the site itself, which is closer to mid, or on a patio outside the hotel. This site I'm particularly proud of, as while playtesting with my buddies, no two rounds played out quite the same, and every single one was explosive and high-octane, yet smooth, and often times based more so on skill than trickery. There is also a connection to mid that lets out directly onto the site, resulting in fast rotations from CT and potentially devastating splits and pushes from T. Altogether, this site, with its somewhat cramped nature, comes down to making the correct split-second decision and landing your shots, though a single effective peek or push can tip it either way.
Playtesting and feedback is greatly encouraged and appreciated, not so I can win the contest (I doubt I will) but so I can improve the map however possible and hone my skills as a map maker for future projects.
If you did read all that, thank you, and please give my map a shot at the link at the top. Very excited to be a part of this contest, best of luck to all ![]()
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1.0 Update, 7/29/24
The map has been rereleased under a seperate workshop post as detailed in my replies below.
This update brings a full texturing of the map, as well as a plethora of other changes which can be found in the patch notes on the steam workshop, link provided at the top of this post. The layout has remained mostly unchanged, aside from a few minor tweaks to Mid, a pair of slight expansions near B Site, and the minor gameplay changes that come alongside adding details, oftentimes acting as cover, to a map. Note this is the first pass of texturing and detailing, and will continue to be improved upon.
Updated Radgen minimap with far more detail than previous versions (rough and will be improved)
A view over B Site and the Hotel, note the expanded alleyway visible center-right of the image.
Bombsite A from the base of the stairs next to A Gate
The central area of Mid, looking rather spiffy.
Once again I just want to express my gratitude towards being in the contest and thank you guys for your patience and understanding regarding the previous version's corruption. Work on the map will continue (hopefully without any more hiccups). Thanks for giving this a read, I appreciate you. Best of luck to all.