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cl0sur3

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Posts posted by cl0sur3

  1. Sooo...it's been two years since I've started my CSGO mapping journey with this map. I didn't have a whole lot of time to work on it, so there's months of no progress. But I'm dedicated to finish it and I'm working on it again. Here's a couple of screenshots of the progress. Also, I'm looking for a talented 3d artist to create some custom props, if you're interested, drop me a message!

    mapcore-01.jpg.4608ae65b679385c041c1694996e02e8.jpg

    mapcore-02.jpg.f2b45e6e71b1132c5d3aa03addd742fc.jpg

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    mapcore-04.jpg.63a825b3bd90109e6c020668ae8395af.jpg

  2. On 9/13/2021 at 6:51 AM, Byron said:

    Loving the theme and the layout looks interesting. The map is quite large though and it feels like there is space that can be removed or used better. I think the alternate CT route to B is too out of the way and can be connected to the other route. I also think the T route to B is too convoluted, with the two paths taking roughly equal time and serving almost identical purposes, as they connect very frequently. I think if you just combine them it will improve readability and flow a lot. A site looks very unique, it's interesting that mid control isn't entirely necessary for any of the paths to A, but I think it will play well. Excited to see more

     

     

     de_caligula_radar.png.ad247aaabb5e47df006a55bf35cef143.png.0e93ff02b0b4f0fa3f215d4b74584b47.png

    Thank you so much for your detailed feedback. I'm seriously considering your feedback for the next update.

  3. Just some quick screenshots to keep you guys posted on the progress. Layout-wise the biggest changes were made to mid-connector to B and B long.

    alpha15-20.gif.c6f2e79383e6168abc9371165637284e.gif

    01_small.png.8d4742977fcbcd8526ddd007aea10d86.png

    The route to A long has been shortened. There's also a nice view now. :)

    02_small.png.d61a0cddcaad1a538c7f8fc942e44bef.png

    05_small.png.cdf74d9195f582fda8bc2b0b19a98e65.png

    The theme of A bombsite has been fleshed out more. The layout has been slightly simplified.

    03_small.png.74195f66638751f626953f814cca19b9.png

    Entrance to mid from T has been widened and a new one-way window was added for players to rotate faster from B long. (playtesting needed)

    04_small.png.19dc36e6017c6694d1fe9d90edfff41e.png

    A view from outside the playable area looking into CT spawn. The theme of the map is slowly but surely developing.

  4. Hello there,


    I finally found the time to push this map a bit further. I took a little break from it and came back with fresh perspectives. I reworked lots of areas, but the most important ones are A site, A long and A main.

    08.jpg.4d6d725610ffd61934750f49906382a8.jpg

    My gripes with the map were that it was all a bit too corridor-y, so I tried to make it more of a map that has spaces connecting instead of small and tight hallways. You can clearly see that on the new radar

    de_caligula_radar.png.fcd659b13dc1c0480b43eb6997da82d6.png

    If you want to check it out in game, here's the workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2412138868
    I've also got a Caligula 24/7 server running, feel free to check it out on the server: steam://connect/94.250.213.96:27015

    Feedback is as always highly appreciated.

    Thanks for reading,cl0sur3

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  5. Friday evening we had a first play test. The game ended with a 15-15 score and overall good vibes. People said they had fun and liked the map, which was more then I could ever expect.

    Of course I also received feedback. One of the main problems with the map was that once T's took a site, it was very hard for CT's to retake. The cover on the sites wasn't really valuable, making T's push out the sites as soon as they planted the bomb. Since rotation was also a bit slow on this map, this caused firefights in unexpected spots and CT's feeling like they didn't stand a chance to retake (even though they did succesfully a good few times).

    I thought players adapted to that fairly quickly, but I still felt like this made the gameplay a little bit too "random".

    My newest update hopes to fix all that.

    Gameplay altering updates in this version:
    - B now has more the feeling of a bombsite: more cover to plant the bomb, more cover for afterplant scenarios, closed the OP lines of sights into CT spawn and connector, making it a riskier move for T's to push out.
    - A has better cover, windows from appartments are opened up and more useful for CT as well as T. OP line of sight into mid was fixed.
    - The one-way from B-site to CT spawn is now opened up from the CT spawn to allow for faster rotates.
    - The one-way on mid from yard now works both ways.
    - Connector is now S-shaped and takes a bit longer to traverse. CT's rushing around from B long can't get there as fast as previous, making connector less of a meat grinder, allowing for more tactics instead of brainless rushing.

    radar_progress_01.gif.b2e5c77988833f31e839b034f9a69c2b.gif

    bombsite_b_progress_01.gif.5d5ed277413b9789a4d1051a4cd96beb.gif

    bombsite_a_progress_01.gif.f8f39597001449bc45e32a414fff5122.gif

    bombsite_a_progress_02.gif.91220219585e69331dd2234cff0fb460.gif

    ctspawn_progress_01.gif.1fad141639b796060013252dee1a330c.gif

    tspawn_progress_01.gif.0dd3438e199fc38f8e84357cad807e16.gif

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