Vaya Posted January 31, 2015 Report Share Posted January 31, 2015 Can't fault onebit for sticking with his vision here's to a right-angle less 2015 Quote Link to comment Share on other sites More sharing options...
jackophant Posted January 31, 2015 Report Share Posted January 31, 2015 This is getting tedious. Not wanting lots of 90 degree angles is fine, but having a convoluted maze that no-one uses is not the solution. You haven't seen that layout in an official/operatin map not because you're the first to think about it, but because it doesn't work That Vietcong level tunnel system offers no tactical pay off. The timings are off, they all lead to the same small square area above or below B. All it does is waste time and make it glaringly obvious that Ts aren't pushing A. Not to mention the architecture is entirely unrealistic. Below is my cleaner suggestion. I have cut out most of the tunnel system, and the green circled bit is the area you'll want to clean up as I realise they are at different heights. I'd also suggest tweaking CT underpass. It's a no thrills rail ride straight to B. It's only use is too/from B and it's more or less a straight line, completely useless in a retake as you can be held off from so far away. Honestly, people always want to help, but if you are so set in doing your way then fine... You're doing things "because you want/feel like it" not based on critical feedback. You've given us a hexagon and told us it's a wheel. We're trying to tell you how to chip the extra edges off to make the circle, but you'd rather just have a hexagon. tomm, El_Exodus, Vaya and 2 others 5 Quote Link to comment Share on other sites More sharing options...
onebit Posted January 31, 2015 Author Report Share Posted January 31, 2015 (edited) I see your points jackophant, thank you! Edited January 31, 2015 by onebit jackophant 1 Quote Link to comment Share on other sites More sharing options...
onebit Posted February 1, 2015 Author Report Share Posted February 1, 2015 (edited) I also closed a gate in mid, so CT can hold better. Edited February 1, 2015 by onebit Quote Link to comment Share on other sites More sharing options...
jackophant Posted February 1, 2015 Report Share Posted February 1, 2015 Smileytopin, spence, 'RZL and 6 others 9 Quote Link to comment Share on other sites More sharing options...
Demolitions Posted February 1, 2015 Report Share Posted February 1, 2015 What emotion is this showing. Seems like it could be a few things. Quote Link to comment Share on other sites More sharing options...
text_fish Posted February 1, 2015 Report Share Posted February 1, 2015 Speechless, I'm guessing. jackophant 1 Quote Link to comment Share on other sites More sharing options...
Pampers Posted February 1, 2015 Report Share Posted February 1, 2015 alright boys, lets fake short stair, flame alley, do a snake into upper tunnel before rotating to shed where we do a boost stack with deagles SirK, Recki, Vaya and 4 others 7 Quote Link to comment Share on other sites More sharing options...
8bit Posted February 2, 2015 Report Share Posted February 2, 2015 (edited) alright boys, lets fake short stair, flame alley, do a snake into upper tunnel before rotating to shed where we do a boost stack with deagles My thoughts exactly, those B routes... too many for my liking. OP, I tested your map and it has potential but something drastic must be done to those B routes cause atm it looks like someones insides... no offence. Edited February 2, 2015 by 8bit Quote Link to comment Share on other sites More sharing options...
Lynxx Posted February 2, 2015 Report Share Posted February 2, 2015 I feel like the routes make this map very CT-Sided, which is probably what should be changed, make it more open to the T's instead of having to push into the CT side of the map Quote Link to comment Share on other sites More sharing options...
onebit Posted February 3, 2015 Author Report Share Posted February 3, 2015 (edited) Yup, tunnels have been remodelled. Will release asap! Edited February 3, 2015 by onebit Quote Link to comment Share on other sites More sharing options...
onebit Posted February 4, 2015 Author Report Share Posted February 4, 2015 Updated! Quote Link to comment Share on other sites More sharing options...
8bit Posted February 4, 2015 Report Share Posted February 4, 2015 (edited) Looking better but imo it still need more simplifying at B... Below is my suggestion. As you can see Top of pit is gone and Alley too among other tweaks. PS. Excuse my very bad/fast photoshop skills. Edited February 4, 2015 by 8bit Vaya and tomm 2 Quote Link to comment Share on other sites More sharing options...
Vaya Posted February 4, 2015 Report Share Posted February 4, 2015 are you related - onebit and 8bit? 8bits suggestions look good. Layout still looks unique without the randomness. MaanMan and Squad 2 Quote Link to comment Share on other sites More sharing options...
8bit Posted February 4, 2015 Report Share Posted February 4, 2015 are you related - onebit and 8bit? 8bits suggestions look good. Layout still looks unique without the randomness. No, not related. The map has potential, once the kinks are ironed out/more vertical detail implementaions are added, I feel it can be a good map. Quote Link to comment Share on other sites More sharing options...
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