Pucho Posted December 4, 2014 Report Posted December 4, 2014 (edited) My first post on this forum! I'm working on my first ever map, a classic defuse 5v5 for csgo. I'm focusing on layout only at this stage, and haven't even started looking at cover across the board. I was wondering if you have any feedback for whats there and/or suggestions for cover and such. One thing I'll point out, is that mid looks deceivingly flat in the overview (orthogonal views tend to do that ) There is a good amount of verticality there and some sightline blocks to narrow end-to-end view and make for some interesting gameplay. Screenshots in the workshop page show what mid looks like from either end. Thanks in advance! Here's the workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=347212713 Edited December 4, 2014 by Pucho Quote
El_Exodus Posted December 4, 2014 Report Posted December 4, 2014 -Entries at A look way too straight and narrow. The site might be a pain in the ass to take as T. -It looks like CTs are always able to spot if Ts are going to B or not. This is gamebreaking. I might be wrong, but you want to change this maybe. (Feedback just based on radar btw) Quote
Pucho Posted December 5, 2014 Author Report Posted December 5, 2014 (edited) I might make the entries to A a little bit more convoluted to add interesting gameplay. I'm not sure if it'll make much sense in 3D though (in the radar it looks kind of silly, but in real-space it's a lot less 'blah'. I did shorten the path from CT to A and lengthened T to A. Also, per your feedback, I tweaked (and added) visual blocks so T's can get to B undetected. Thanks so much for the feedback! EDIT: I didnt get around to taking a new screenshot, but I'll post one soon. Edited December 5, 2014 by Pucho Quote
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