Sup. Updated version on workshop now: link
Posts by swst.turn
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Sup again. So I reworked T aps and also changed A site a little bit.
New layout:
[Blocked Image: http://i.imgur.com/zhkpEFj.png]
In-game look:
QuoteDisplay MoreT side view from aps:
[Blocked Image: http://i.imgur.com/5HWhohD.jpg]
CT view to aps:
[Blocked Image: http://i.imgur.com/5XtS6NO.jpg]
Aps exit overview:
[Blocked Image: http://i.imgur.com/MIIpYHE.jpg]
View from CT to site:
[Blocked Image: http://i.imgur.com/JRLgbmq.jpg]
Also I made this scheme with best spawn points timings:
[Blocked Image: http://i.imgur.com/JzfPKsC.png]
[Blocked Image: http://i.imgur.com/d4JZOYk.png]
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Quote from Vaya
not sure if I meantioned it in the playtest but I think the CTs should have no access to heaven from A. It should at least be a semi-difficult jump.
In first appearance of aps way there is no access from CT side, but then I thought about situation like 1 v 1, bomb dropped in aps, and last T is in A main/site. So its very hard decision to make for me.
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Sup. Changes I made after playtest feedback (trying to reduce CT advantage):
- Removed A site CT heaven
- Added little shed to exit from T heaven (to fix overpowered CT line of sight in this place)
- Removed gay corner in T aps
- Added crate to Middle -> A connector (changed sight from connector to site and remove cover for CT)
- Removed CT cover in end of B short
- Delete T end of A long (it's unusable at all)
Current layout:
[Blocked Image: http://i.imgur.com/67X1YaJ.png]
A site in current state:
Quote[Blocked Image: http://i.imgur.com/Cl8Qbc2.jpg]
[Blocked Image: http://i.imgur.com/P4WW6TP.jpg]
[Blocked Image: http://i.imgur.com/sJZ12Ha.jpg]
If you have thought or suggestions about layout i will be glad to hear it!
Cheater on playtest!
Quote[Blocked Image: http://i.imgur.com/qkKdgBK.png]
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Can you upload feedback and demo for today playtest of de_yard?
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Sup, big gameplay and architectural update. Checkout it

Workshop link
[Blocked Image: http://i.imgur.com/TnqqhGH.png]
Some screens here:
Quote[Blocked Image: http://i.imgur.com/Rr3HtSs.jpg]
[Blocked Image: http://i.imgur.com/MLZWlGV.jpg]
[Blocked Image: http://i.imgur.com/xzA6sM3.jpg][Blocked Image: http://i.imgur.com/ALcT9Vj.jpg][Blocked Image: http://i.imgur.com/CjNIa3z.jpg][Blocked Image: http://i.imgur.com/WtWmwZg.jpg][Blocked Image: http://i.imgur.com/R9XcbpP.jpg][Blocked Image: http://i.imgur.com/Rho5Zzz.jpg]
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I just combine levelview screenshot with another with r_drawstaticprops 0, then decrease saturation and then add color to crates and other stuff.
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Sup. Another minor update for tomorrow playtest. Also updated workshop link.
[Blocked Image: http://i.imgur.com/NueRy3t.jpg]
[Blocked Image: http://i.imgur.com/wLKv8no.jpg]
[Blocked Image: http://i.imgur.com/RHGLog1.jpg]
[Blocked Image: http://i.imgur.com/0OyxnO7.jpg]
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Sup again. Checkout new major update, including A bombsite improvements, new CT to B connector, middle changes(T side), and reducing map size.
[Blocked Image: http://i.imgur.com/H2HfBmy.png] -
Sup, can i get slot on 14 for de_yard?
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Hey! Is there news about map?
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Sup.
Map for the playtest of today de_yard.Topic of map is
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Quote from Andre Valera
Is there a download?
I'm itching to give it a go, looks great from the preview.
You can download it via workshop http://steamcommunity.com/sharedfiles/fi…s/?id=383684977, also there is a mapcore playtest at 26. I'm really looking forward to feedback!
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Sup again, checkout out updated bombsites.
[Blocked Image: http://i.imgur.com/Jkd76Xa.jpg]
[Blocked Image: http://i.imgur.com/P46B44l.jpg][Blocked Image: http://i.imgur.com/1fM75VI.jpg]
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Can i get 24 or 26 slot for de_yard?
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CT middle view
[Blocked Image: http://i.imgur.com/vD07dpj.jpg]
T middle view
[Blocked Image: http://i.imgur.com/RvRchQA.jpg]
Middle overview
[Blocked Image: http://i.imgur.com/EOlDv9K.jpg]
A site from T side view
[Blocked Image: http://i.imgur.com/rUdGOQE.jpg]
A to middle connector view
[Blocked Image: http://i.imgur.com/n8OSV9J.jpg]
B site view
[Blocked Image: http://i.imgur.com/6pdboO9.jpg]
T to B view
[Blocked Image: http://i.imgur.com/5xnlODX.jpg]
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Sup, I'm trying to make a competetive oriented map with common layout, waiting your thoughts about it.

[Blocked Image: http://i.imgur.com/D39uo2t.jpg?1]
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Nice layout, but i think CT have too long rotation time for retake bobmsites.