Duke_of_Dust Posted October 29, 2015 Report Posted October 29, 2015 Looking good man keep up the good work. Quote
swst.turn Posted November 3, 2015 Author Report Posted November 3, 2015 (edited) Sup. Some updates:1. Removed connector, to disable fast CT flanks. Very arguable decision for me, cause it increase time of T rotation for 3 seconds 2. Added place to camp CTs pushing from A.3. Added boost position on A, it doesn't give advantage at all, just another angle for fight.4. Changed enter to middle to reduce timing of Ts (CTs could run entire middle before Ts could even pick)5. Changed shape of B tree fence (such change!) Edited November 3, 2015 by swst.turn Quote
swst.turn Posted November 18, 2015 Author Report Posted November 18, 2015 (edited) Sup. New update is here!After series of 1v1 playtests I came to decision what defense of A site is boring. So I was thinking about improving it, dunno why, but I was inspired by @Andre Valera de_empire, on a edge of my dream I saw the show match on that map, and new shape was born in my mind (wtf I'm writing?)Long story short, I made a lot of changes on A site, but saved its original shape based on two crates. Ts aps was reshaped again and turned into a basement. Also set of textures for this map was made.So, let pictures talk (warning: early wip)Overview:A site views:Basement views:A main from Ts perceptive: Textures test:P.S: main thing that stops me from doing full art pass is absence of 5v5 playtest, if you can help me with this question, please write me a pm! P.P.S: write your ideas. opinions, thoughts, its all help me to make map better! Edited November 18, 2015 by swst.turn Logic 1 Quote
Logic Posted November 18, 2015 Report Posted November 18, 2015 A-site looks cool! I like the new look of the connector from mid I do however think that the site feels a bit small. I noticed this in the previous playtest but didn't mention it for some reason. Personally I would like some space that the CT's can fall back on in case of a rush that gets out of hand. I think that taking away this wall that is sticking out might give CT's some extra breathing room The map is looking good though! Keep it up! Quote
swst.turn Posted November 24, 2015 Author Report Posted November 24, 2015 (edited) Finally got rid of strange workshop error (error 2), so now new version of map available on workshop. Edited November 24, 2015 by swst.turn jackophant 1 Quote
swst.turn Posted November 5, 2017 Author Report Posted November 5, 2017 (edited) Sup. Necroposting update! Layout changes, most import - new T A - B connector for faster rotations: A site: T path: B site: T path: Middle: T side: CT side: Overview (w/ new T connector): Workshop link Edited November 5, 2017 by swst.turn Quote
swst.turn Posted March 30, 2018 Author Report Posted March 30, 2018 Sup. Layout update, available on workshop slavikov4, VIOLATION, maxlevelboi and 1 other 4 Quote
swst.turn Posted April 29, 2018 Author Report Posted April 29, 2018 (edited) Sup. After mapcore public playtest I managed to perform competitive one with friends and boy T side was awful. Basically Ts have only 3 points of attack, two of which are tight chokes (B especially) covered with double smokes, cause there is only one T main entrance on each bombsite. CT had total middle control because of this - you can play only one CT per site, so Ts had to peek in 3 CTs in middle. Even Ts rushes with entry frags and plant was useless, because of CTs middle control and fast rotation through it. A -> Mid connector was overpowered for CTs awp - hold middle turn left and catch Ts running through main to site and vice versa. Absence of close ranges caused CTs awp/autosniper hell. Add here absence of safe plant on A and you get 3 won rounds for attack, feels worse than old nuke attack So, big changes I made, based on mapcore and 5v5 playtests: Spoiler B site: new one-way (possible to boost) passage for Ts, slight expansion and clearing of T main, arch wall (next to white box) become thicker, so it can be used for cover from another angle, also arch itself become higher to remove weird sightlines. Middle: new entrance for Ts, moved old entrance to left so CTs can hold one angle and not being exposed to another, expanded platform further to remove CTs camp/headpick position next to B connector. Also added small window on T side of a middle to simplify smokes (cant be seen from screenshot angle) A site: central structure to break long sightlines, some new covers for Ts retake defense, safe plant position. Ts connector: as mentioned earlier - new middle entrance, added wall between connector itself and stairs to middle to remove weird angles and add safe position to hold mid push. New overview: Available on workshop Big thanks to @Andre Valera for bunch of feedback. Edited April 29, 2018 by swst.turn Spelling Andre Valera and Fnugz 2 Quote
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