https://steamcommunity.com/sharedfiles/fi…/?id=3300443462 Hostage rescue scenario taking place in a wild natural reserve. CTs are on a mission to locate and rescue two agents kidnapped by a group of smugglers. The Operator on site implied that they might be held in a hideout where illegal "blue candy" production is taking place...
Key features of this map include:
- A lot of verticality, but never in a penalizing way. Water areas allow you to drop down without taking damage.
- The staging areas are designed so that whenever CTs enter a new large "room", they have multiple options for action. If a path is blocked by a smoke grenade, they never have to wait for it to dissipate and can take an alternative route to reach the hostages.
- With several "one-way drops," the timings are planned so that the time taken to reach a hostage is shorter than the time taken to return. This system also applies to the Ts, who can always reach the rescue zone in time to prevent the CTs from rescuing the hostage, regardless of their position on the map.
It is important to highlight this last feature because many hostage maps are similar in the sense that Ts camp at their spawn, and the CTs wait for the utilities to dissipate and then manage to rescue a hostage only because the Ts made a mistake and they can't reach the rescue zone in time. I hope to succeed in addressing this problem.
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