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Posted (edited)

DE_DOCKS

Hey, 

this is an idea from my friend and me. I am a beginner in mapmaking, so this map doesn't look as fancy as many others, but i focused to solve bugs and gliches first and i hope this map has a competitive feeling, since we tried to stick to a classical layout.

please let me know what you think, i'm open to every feedback possible :)

http://steamcommunity.com/sharedfiles/filedetails/?id=412916336

Update (from June 3rd)

We changed the way from Ct spawn to B side by moving the bridge towards the middle in order to balance the time it takes for CTs to take position in B side. However these changes are made out of theoretical scenarios because we hadn't had the possibility to playtest the map in a competitive 5v5 situation. If anyone wants to playtest the map with some friends or a team, i appreciate every feedback and may be able to provide a server.

 

Update (from August 2nd) 

Further changes to the B bombside were made to balance the new position of the bridge, e.g. adding cover on the bridge itself and B Toxic in front of the bridge towards B Short. Another balancing-change, besides some more bugfixing, is the addition of props on A Balcony to shrink the space where a CT could move on the balcony and make it easier for Ts to smoke/ aim this position when taking the bombside. 

In order to improve the look of the map the beta v3 has now displacements on various positions on the map and a few more props in CT Spawn and towards mid, which was widened on the T side to center the Mid Doors towards both sides.

new Minimap

de_docks_beta_v3_radar.thumb.png.ce1c8a0

A Bombside 

de_docks_beta_v3A1.thumb.jpg.4a0b0f4c436

 

B Bombside

de_docks_beta_v3B2.thumb.jpg.15439e5b3b7

de_docks_beta_v3B1.thumb.jpg.7738f9c1204

Since this map should be competitive focused I made some common/ self-explanatory callouts 

de_docks_beta_v3_callouts.thumb.png.a6dd

Edited by AssassinNik
UPDATE
Posted (edited)

from the overview which side is Tspawn and which side is CT?

I would suggest more height variance around the edge of the map too. Makes it look more like a living/realistic place.

 

Edit - I'll try and run around later and provide more feedback

Edited by Vaya

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