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swst.turn

[CS:GO][WIP] de_yard

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Tonight's playtest was really fun, this is one of the best new layouts I've played for a while. Timings and scale are pretty much spot on. Mid has a great sense of progression. I guess the only negative is as somebody said ingame (I think maybe Tomm?) bombsite A possibly has a few too many angles, but this wasn't game-breaking.

 

When it comes to the final art passes, be careful not to go overboard on the chain-link enclosures (at least where they're looked upon from long sight-lines) as these often camouflage player models pretty badly. I only mention it because a couple of times I had trouble spotting people against at least one of these (just off the first left-hand branch of Mid if you're coming at it from T side).

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Sup. Changes I made after playtest feedback (trying to reduce CT advantage):

  • Removed A site CT heaven
  • Added little shed to exit from T heaven (to fix overpowered CT line of sight in this place)
  • Removed gay corner in T aps
  • Added crate to Middle -> A connector (changed sight from connector to site and remove cover for CT)
  • Removed CT cover in end of B short
  • Delete T end of A long (it's unusable at all)

Current layout:

67X1YaJ.png

A site in current state:

Cl8Qbc2.jpg

P4WW6TP.jpg

sJZ12Ha.jpg

If you have thought or suggestions about layout i will be glad to hear it!

Cheater on playtest! :D

qkKdgBK.png

 

Edited by swst.turn

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not sure if I meantioned it in the playtest but I think the CTs should have no access to heaven from A. It should at least be a semi-difficult jump.

In first appearance of aps way there is no access from CT side, but then I thought about situation like 1 v 1, bomb dropped in aps, and last T is in A main/site. So its very hard decision to make for me.

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In first appearance of aps way there is no access from CT side, but then I thought about situation like 1 v 1, bomb dropped in aps, and last T is in A main/site. So its very hard decision to make for me.

You could leave the ct access there for the reason you stated but make the corridor leading to the heaven area more viable for Ts to win an engagement if CTs do play aggressively (like B apps on mirage).

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Sup again. So I reworked T aps and also changed A site a little bit.

New layout:

zhkpEFj.png

In-game look:

T side view from aps:

5HWhohD.jpg

CT view to aps:

5XtS6NO.jpg

Aps exit overview:

MIIpYHE.jpg

View from CT to site:

JRLgbmq.jpg

 

Also I made this scheme with best spawn points timings:

JzfPKsC.png

d4JZOYk.png

 

Edited by swst.turn

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Wow, it really has changed since the beginning, and your minimap is so good looking I wanna date it and nail it. :lol:

Main ideas I was following with changes was:

  • Make T rotations faster and safer (reducing map size, moving T mid -> B connector)
  • Make mid more interesting to play (T boost, B short CT box cover)
  • Make A site easier to take (add A aps route)
  • Add more nade spots (B tunnel gate spot, main B window)
  • Remove big sight line in CT spawn (one of old updates)
  • Make T route to A wider

Crappy old gif of map evolution :v

And please be polite with my radar ;)

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Sup. I'm back with new update. As usual, updated layout:

XM5rw6c.png

Some screenshots:

A SITE OVERVIEW:
ycMr4mL.jpg

CT MIDDLE VIEW:

sq9xdjX.jpg

T MIDDLE VIEW:

ULPhUtA.jpg

B SITE OVERVIEW:

hBLug5s.jpg

B SITE T ENTRANCE VIEW:

oSipk8E.jpg

Edited by swst.turn

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