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Posted

elevator.jpg

 

Hi guys, I am working on a new map called "Carrier". As you might allready assume it is placed on an aircraft carrier the terrorists want to sink.

The layout is very experimental with a very large "mid", but very few actual routes:

overview.jpg

The map is seperated into three layers.

The flightdeck serves as the t-spawn with no actual fighting or rotation in mind.

The hangar deck is the middle and houses bombspot A in an munitions storage room.

The lowest layer houses the ct-spawn at the messhall and the nuclear reactor as bombspot B.

 

Both bombspots are supposed to have very different playstyles.

Bombspot A has only two entrances facing the same direction making it easily defendable for both teams.

Terrorists have the advantage on the mid, though CTs can defend both entrances to A form their access points.

Also CTs have a second entrance to mid for retaking A.

bombspot_a.jpg

hangar.jpg

 

Bombspot B on the other hand is a very tight close combat area, featuring three entrances, with two of them in the terrorists hands.

bombspot_b.jpg

 

Tomorrow I got the opportunity to have the map playtested on the Mapcore playtests. I would like to thank RZL and everyone who makes this playtests possible.

Posted

If we're going for Operation Boat here, 

here's my suggestion.

You should totally do this theme, I loved that map on BO 2

maxresdefault.jpg

I can help you out with custom textures, certain assets and brushwork if you want, but unfortunately I'm not that good at modelling.

Wadd'ya think?

Posted

Funny cause I also wanted to make a boat map at some point. There's stuff to be done with this theme, like tilting the camera when the bomb explode to simulate the sinking, or adding a helicopter in the skybox ala Aztec for the CTs, or similarly with a smaller boat.
But to be honest I was just looking for an excuse to put the somali pirates in a map.

Posted

http://commons.wikimedia.org/wiki/File:US_Navy_070405-N-9712C-001_The_hangar_bay_of_the_aircraft_carrier_USS_Ronald_Reagan_(CVN_76)_fills_with_bombs,_missiles,_and_small_arms_ammunition.jpg

 

Ground level cover isn't a crime ;)

 

I would have many less planes and any planes left should have more 'normal' cover  around the edge of it to gameplay is less frustrating. The bombsites need more cover and to be a little more interesting- considering the map is on an aircraft carrier you could be blowing up something more interesting than a couple crates- how about a new model of stealth fighter? :)

  • 2 weeks later...
Posted

Had a run around of V2. The new mid/hanger area is going to be really interesting to playtest! I expect a couple >10 second plants on A as it seems like a really fast meet.

 

Still not sure about the T approach to B and the bombsite still lacks after-plant cover. Overall though much improved.

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