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Posted

Antium is a map that I've been working on for a while now. The layout is quite balanced, if a bit too boring. I've considered calling it Schloss and changing the whole feel of the map from Roman-esque town to German castle. Only time will tell.

 

1ADUN5m.jpg

 

Mid might be one of the areas where this map feels boring. Little to no height differences, excepte for Short A. The CTs have a window akin to Mirage, but the main advantage from the little peek spot is the ability to flash and smoke people at Short A. B is relatively easy to enter from mid, as well.

 

ssM4Uvd.jpg

 

A is tight bombsite that favors rifles and wallbanging. Smokes might be key here, but remember that the walls on the church are wallbangable.

 

p4byFte.jpg

 

B is the most open bombsite, but with a few flanking routes on the side to help decide the outcome. Expect some AWP battles to happen here.

 

xvJSQH0.jpg

 

An overview of the map. Short A has been cut from the picture for unknown reasons, but it's there.

 

Finally, a link to the Steam Workshop.

 

http://steamcommunity.com/sharedfiles/filedetails/?id=421437425

Posted

ATM, there's way too much empty space. I mean Long A is just fucking white walls until you get to the bomb site. Mid is way too wide, and it is just a small house in the middle of an empty rectangle, with a 'nice idea' for A short, but it needs to be redone with some idea of scale involved. I like B more than A, but the last pathway is useless unless you want the waste two smokes. If you want to go with a theme, use the roman one, because it's more original and probably fits the layout better. Look at popular maps and see how they used space , and compare that to how you staged the T mid, a long, b long intersection right out of the really enclosed and small T spawn. The A site itself is original, but way too much space as well. Thanks. 

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