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[CSGO] de_Arches


MaanMan

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Love the brushwork in the second image.

 

Layout-wise it looks like there might be a few superfluous connectors in there. Case-in-point, the double-door hallway near t-spawn; that set-up works really well in D2 because both teams reach their side of it at about the same time so you get an interesting stand-off. In your map it will seldom see any combat because it's unlikely to get used in a rotation and if CT try to flank through it the T's will be long-gone. Of course without a version to run around in that's all conjecture!

Edited by text_fish
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  • 1 month later...

A lot has changed since the last update! After getting feedback to ditch the dust theme, we went through three theme before we found one that worked. 

 

Workshop link; http://steamcommunity.com/workshop/filedetails/?id=377601770
 

Direct download; https://drive.google.com/file/d/0ByfQlJU39fdKQTYxQmQ4ajBQSjg/view?usp=sharing

 

And images of the map; http://imgur.com/a/f2QUg

 

post-31818-0-19790500-1427640035_thumb.j

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Actual feedback besides stupid stuff above. I love the theme actually, I think it works really well. Some more feedback.

 

http://imgur.com/eexApC0 

 

It doesn't really hinder gameplay it just feels weird. 

 

http://imgur.com/xHaYXuU

 

This is needed for the angles, which I like, but I feel like it's just so much unused and empty space. 

 

http://imgur.com/D1NBeYX

 

on B, this could maybe be opened up, (close off the second stair), for another place to hide for CT in B, which I think is something the bomb site is lacking. 

 

http://imgur.com/b1qF9Dl

 

this would be the view from there, maybe raise that wall a little so it can't see the heads as they pass by. 

 

http://imgur.com/sh4g6Vb

 

I know this is going to change, but still, change up the texture a little here. 

 

http://imgur.com/LCBjwev

CT visibility is a huge issue here

 

http://imgur.com/hGT0gDk

 

This still works in terms of flashes, but it could be more streamlined. 

 

http://imgur.com/ZNMEZoh

 

Why block this off? :(

 

A little thing, maybe add a place for Ct's on long. 

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I love the layout of this map. you might want to nerf the boost in mid though. There was one point I had like 3 people jump scouting at me :(

 

Happy to hear that, and yes the boost into mid is going to be nerfed.  :)

 

Actual feedback besides stupid stuff above. I love the theme actually, I think it works really well. Some more feedback.

 

http://imgur.com/eexApC0 

 

It doesn't really hinder gameplay it just feels weird. 

 

http://imgur.com/xHaYXuU

 

This is needed for the angles, which I like, but I feel like it's just so much unused and empty space. 

 

http://imgur.com/D1NBeYX

 

on B, this could maybe be opened up, (close off the second stair), for another place to hide for CT in B, which I think is something the bomb site is lacking. 

 

http://imgur.com/b1qF9Dl

 

this would be the view from there, maybe raise that wall a little so it can't see the heads as they pass by. 

 

http://imgur.com/sh4g6Vb

 

I know this is going to change, but still, change up the texture a little here. 

 

http://imgur.com/LCBjwev

CT visibility is a huge issue here

 

http://imgur.com/hGT0gDk

 

This still works in terms of flashes, but it could be more streamlined. 

 

http://imgur.com/ZNMEZoh

 

Why block this off? :(

 

A little thing, maybe add a place for Ct's on long. 

Thanks for the feed back! Unfortunately the first link doesn't work.  :(

 

Also if anyone has suggestions for how to improve A long for Cts, I would love to hear them.

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Also if anyone has suggestions for how to improve A long for Cts, I would love to hear them.

Right now, 1 smoke can cover the whole lane. Yes you have the arched bit on the side, but as was seen numerous times through the playtest, it's suicidal to try and push through as I saw multiple multi-man spray downs there.

They can also hold very high angles from on top of the boxes (sometimes easy vision over the smoke) and can stand very flush with the box and be minimally exposed with very good vision. In the interest of balance and T entrances to the sites, I think long needs to be less CT OP, and more viable in T strats.

Perhaps you could extend the raised bombsite area into long to give CTs that higher angle that doesn't involve standing on boxes, also maybe make the boxes that are visible from long a similar height to that of D2 where you can hide behind them standing up, but haven't got a massive height advantage when you jump on them. I would also slightly widen long so that if a smoke is placed centrally, there is a slight gap each side of it.

Basically... just look at D2 long, except you have "crossover" and the bombsite in reverse order and "car" isn't really a viable position to play from in the maps current state. The boxes you have which would be fairly similar to barrels at the top of A ramp are a bit of a CT trap. It looks like a good position, but then you're instantly held down by fire, a lot of which can penetrate thick angles of that box.

I think what makes long effective on D2 is the fact that it's wide enough for Ts to progress shoulder to shoulder, but each CT position is revealed bit by bit unless CTs jump out at you.

I hope you can pick something useful out of that drivel... I'm finding it hard to describe, lol

Edited by jackophant
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  • 10 months later...

Man-blowing-dust-of-an-old-book-Shutters

I'm not very good at updating this thread but its time to playtest this beauty again! A lot has happened over the past year and I've tried many themes. While I could have published the map 3 or 4 times, I've redone the map because if a project is worth finishing, it is worth finishing right. I've also learned a lot from KernalPanic and Squad last year and hopefully, I'll learn more from RZL in the future. I hope to see you guys at the playtest this Thursday. Also I'll try to keep this thread updated a bit more.

Here is the download for playtest version this week.
https://www.dropbox.com/s/uun7ikuh66h6vec/de_arches_v3.bsp?dl=0

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