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Posted (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

post-31812-0-86022200-1417712684_thumb.j

Edited by Pucho
Posted

-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)

Posted (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 by Pucho

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