Posts by Muffin
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Wow. Nice looking stuff
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Quote from Vaya
Okay had a run about in it
- Bombsites are too open. you want them to be close environments the players has to breach. This hurts the gameplay in two ways:
- Terrorists struggle for a safe plant but if they do:
- CTs will struggle to check all angles before defusing
- Func_detail stairs and all pillars etc. If you turn off Func_detail in the visgroups you should be left with Cube rooms. No pillars and no stairs. how many numportals do you currently have?!- Some pretty long lines of sight (one from t spawn right into mid. Without any sort of cover on either side this probably would be annoying for players.
-Map seems too big. According to Bot_showbattlefront 1 you have 5-6 chokes on the map which is like double what you want. I would be simplifying.
So, addressing the choke point problem, one of the things is that middle has 2 levels, which probably adds on 2 of those points.
But thanks for the feedback, I'll try to get it done when I get home from school. (Hehehe)
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Alternatively, you could simply make the long stretch to t side of b roofed in with lots of electrical equipment and clutter. This would also further optimize middle.
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Quote from Vaya
I think this is what makes Dust2 so good. The long rotate times, the fact that T can watch CT rotate and the way the bombsites are made, The fact that A-site is "above" the rotate path makes that bombsite very special, and B is just hell to enter as CT. 1.6 used to be a lot better for taking B. door was flipped so you could check car and then use window to check backplat. No idea what the door was flipped
Maybe it's because Valve wanted players to enter B site with cover against players playing car. How ironic -
Quote from Guni
From the screenshots it looks really really open, snipers heaven. However might play differently. Ill wait for Vaya's verdict because im running on dial up, basically atm.
Currently, middle is open, but not too open. A lot of the places aren't too big though. Have a test on it
And a lot of the areas have pillars and sculptures as natural cover. -
You could always friend a bunch of people and host your own private server with a 5v5 if your internet can support it.
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So I ran around on the map a bit. It looks great. But the middle area with the long path towards T side of B seems a little bland, and open.
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I can't wait for this to be in an operation. I swear this map is probably going to be the most played!
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If the layout isnt done, then post this in the 3D sectionn of the forums and arrange some playtests. When it's done, post the map here.
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Bombsite A's timings are fine judging by your picture, but B timings are insane. Imagine getting one second to prepare before enemies rush in! I would lengthen the time it takes T's to get there by at least 2 seconds. Same with A site, but 2 seconds is "ok"
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What timezone do all you guys follow? I can play in the 5v5, but the time differences

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I really suggest using the main building and all, but have like a subway entrance on the side. There are already subway entrances but they look boring and out of place. Maybe you could add a station above with ticket booths that sections off the upper playing area?
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Quote from Mvllsk
that isnt necessarily a problem. It also takes long to take A on inferno for example. Or Season.
The power generator underneath A window has made the map much more interesting. You can boost there to get another very cool position to hold from. Overall, these changes really improved the playabilitiy of the map. Ok thanks, I'll be sure to playtest it tonight.
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It's not a bad thing at all








