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de_nadir released


laerth

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http://steamcommunity.com/sharedfiles/filedetails/?id=426005068

 

I first released this map as "de_beroth" for CS:S in 2006. I've made some very slight layout tweaks, quadrupled the brush/entity count, and released the map for CS:GO.

 

Let me know what you think, especially if you find any bugs/exploits.

 

CCuPlTSUMAAdqb4.jpg:large

 

488B73873858C31E0BF9381EC45DC257D4810800

 

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After a few matches with bots I have figured a few things,

 

The aesthetics of the map look good, the outside area is pretty well done. I did give me a de_dust2 kinda feeling when walking there. 

 

The bombsites at the other hand, are quite complicated. If I would play this in a competitive match, I would never feel safe to plant the bomb because every single hallway is connected to each other. The bots seem to know this aswell, as the terrorists are only walking to bombsite A. I haven't played a single route where the terrorists decide to attack B, so the timing and path leading to it seem a bit broken. They also like to hump walls, near bombsite A, as they are probably trying to reach a safe spot on the next floor but being unable to reach them. 

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I Like te Map back in the CSS Days - had a ton of fun with it! :D But I think you should reword some of your brushwork. The outside areas are looking good - but the inside (offices etc) really look like 2006. Other than that - its still the chaotic gameplay I loved :D

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  • 1 month later...

Thanks for your feedback. New version is up: http://steamcommunity.com/sharedfiles/filedetails/?id=426005068

The most significant changes since the original post are:

  • Added a new path into the B bombsite from the Alley.
  • Put up some walls and moved the catwalk bridge to reduce the paths/sightlines into A bombsite. Should make controlling this area a little easier.
  • Allowed CTs to cross over the fence at Alley. Ts can boost over.

Full changes here: http://steamcommunity.com/sharedfiles/filedetails/changelog/426005068

 

 

nadir_changes_summary.jpg

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