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Matheus Becker

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    Matheus Becker got a reaction from RA7 in VERTIGO COMPETITIVE UPTADE (IMAGES TO DOWNLOAD)   
    Vertigo is one of the maps that carries the burden of old school since it has been present
    since 1.6. However, after this, the source and until reaching the CSGO, it did not receive
    the attention it deserves, being reduced to a badly frequented map and defenitively little
    explored.
    However, Vertigo is awesome. His adaptation to CSGO gave him a unique style of lighting
    and design that perfectly matched the physical structure unmatched by other maps.
    But as quoted, the map is lacking in interaction. Due to lack of interest, the map is reduced
    to a single route for each BOMB SITE, plus these paths are too long for the Terrorists and
    too short for the Counter-Terrorists, making it very supportive of a single side.
    Shortening the speech, I set out to do a minimal edition of the map including some new
    routes to make the map more dynamic and interactive. However, as you can see, I have no
    skill with this kind of work, none at all. But I believe that with the help of amateur
    developers, it would be a great choice to show Valve his potential and introduce a map so
    old and nostalgic to the competitive landscape.


    LETSĀ START!

    IMAGE 1
    First of all, a connection that allows you to cross the map from behind, from the stairs to the
    ramp and vice versa, not necessarily with a door there, and it may be an open place. This
    would create the opportunity to rotate across the map without having to do a single reverse
    path.
    P-O- R-T- A = DOOR


    IMAGES 2, 3 AND 4
    Here the path to BOMB A undergoes some changes, creating to the left a route that
    resembles a MID or a central passage (shown below). The raised wood in the right region
    decreases the possible CT marking pixels to preclude a very wide view of the
    TERRORISTS movement, however a space above the ramp is opened to advance through
    that kind of connector.
    The arrow in the image indicates the central passage that was created by modifying some
    objects in the scenario.

    IMAGES 5 AND 6
    Here I consider the main change of the map, the creation of a central passage, which runs
    from the core between BOMB A and BOMB B to the ramp of BOMB A. The addition of this
    element creates infinite possibilities of tactics and greatly increases the competitive
    interaction of the map .
    IMAGE 5: core between A and B
    IMAGE 6: hallway to the left of the ramp.

    IMAGES 7 AND 8
    Here was created a second passage for BOMB B, on the left, a route that would give a
    direct encounter to the bombsite and would enable the offensive tactics of the
    TERRORISTS by merging the original connector and the new servant.
    Initially, these would be the main modifications that would give the map a bit more flexibility.
    From them, many things can be added: new doors, pixels, boxes.
    One of the urgent things that calls for updates is problematic skyboxes that preclude
    tactical grenades, such as staircase B glasses that have a sinister invisible wall that makes
    it impossible to pass smokes.
    LETS SHARE THE IDEA UNTIL VALVE ARRIVES! COULDĀ THAT WORK? VALVE, PLEASE,
    LISTEN TO US: THIS MAP MUST BE UPDATED!
    Original idea: MATHEUS HENRIQUE THOMAS BECKER
    Original (bad) edition of the photos on the map: MATHEUS HENRIQUE THOMAS
    BECKER
    Contact: matheusthomasbecker@gmail.com








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