Jump to content


  • Content Count

  • Joined

  • Last visited

About Libertines

  • Rank

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Congratulations to everyone! Mapcore and Faceit, thanks for hosting this awesome competition!!
  2. Libertines


    Workshop Update - Moved T Spawn closer to mid/A and farther from B - Simplified route to lower tunnels (alt mid) for terrorists - Changed textures on B bombsite to improve readability - Fixed spots where you could boost players outside the map and other unwanted spots (Thanks RUMME) - Improved optimization with hints, areaportals and props - Added minor details and decals - Fixed various minor bugs and visual details Thanks for all the feedback so far.
  3. Libertines


    Workshop Update - Changed route for A connector in Middle to LongA, it is closer to CT now - Remove squeaky door in A connector - Changed entrance to bombsite A from connector to Middle, removed wall and added a ramp - Added a cubby near security cabin in bombsite A - Removed ladder near CT spawn, it is now a drop into Middle - Updated radar to adress these changes - Fixed various minor bugs and visual details
  4. Libertines


    Thanks for the feedback. -I have playtested the map a few times, but this version of the layout was not. The most recent change was the connection from mid to A. That is the reason it ends in a "weird" way, there was an idea to change it to the way it is here, but I couldn't actually test it. Here is a radar view of the earlier version. -Long A is long, but CTs don't have a lot of cover, I think they can get slowly pushed back to site by the Ts with the use of grenades. Short A and Long A work together to give alternative routes to the site with shorter and longer fire ranges. It is a flank heavy map, so both teams need to be aware of that, either commit to a push or slowly retreat to safer positions. But, maybe different angles from the entrances to A are not worth the utility? (do you think they are not rewarding for a split A?) -Back to mid, as I mentioned, it was changed recently and I couldn't playtest it. It is a very risky path for the Ts to got up the ladder, but they can split both A and B site from the back, it is also very powerful. I need to playtest this layout, but one idea is to connect ladder to B and change/remove alternate mid and the second entrance to B. It is a big change an would make the layout more "standard". -It is and interesting idea to change the CTs entrances to B and also connecting them with lower mid. Similar to an idea I had, but more dynamic I think it is worth a test.
  5. Libertines


    Thank you! I agree that there is a lot of potential for detail, and specially due to the whole map happening around one main, big, building of similar texture, it is good to have some variation on the patterns. Unfortunately I did not have enough time to do everything I wanted. It is definitely something I want to take a closer look after the competition. I appreciate your feedback!
  6. Libertines


    Hello everyone! This is my entry for the contest, a 5v5 competitive bomb defusal map. It is set around an abandoned Victorian Lunatic Asylum in the UK. Screenshots: Steam Workshop Link : http://steamcommunity.com/sharedfiles/filedetails/?id=864761519 I intend to keep improving the map after the contest, and would appreciate your opinion and feedback!
  • Create New...