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Posted (edited)

de_brine is still under aesthetic development, however the layout is complete. I have made several graybox maps, but this is the first map that i plan on finishing. (though I've entered this contest a bit late) Screens are up on workshop page

http://steamcommunity.com/sharedfiles/filedetails/?id=438557173

brineradar.thumb.jpg.9886f4794dee9d00dc9

 

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Theme:

The illuminati plans to extend California's drought by targeting a water treatment facility in the Sierra Nevadas. 

 

Gameplay-wise, my goal of this map was to combine several aspects of maps in the competitive pool into one. CT aggressiveness is widely promoted throughout the map.

(below) The red lines show where CTs can force the engagement if they push up, while the blue lines show the choke points when CTs give up map control. The orange route between middle and A long serves as the middle-to-A-connector. CTs can either push up directly from A site or push up the hallway from mid to the other side of the bridge. 

brineradarchoke.thumb.jpg.875a62eb400496

 

Regarding post-plant gameplay, I limited the amount of direct cover to encourage Ts to play off of site. On A, T's can hide in the sewer and on B, T's can hold apartments. From these positions, it is more difficult to hold the choke points on retake but easier to fight the defuser once they are on site. The same goes for defensive CTs that give up the site but can easily prevent the plant.

Regarding middle control, I wanted to make the orange walkway as important as possible. When T's control this, they gain access to the bridge, which leads to snipers nest, the extra route to A, and an easy option to rotate around long A. The orange walkway is essential for an A take, similar to catwalk on d2. The radar doesn't show the vent that drops down from mid to sewers.brineradarvent.thumb.jpg.7926dd1ee1c7289

Regarding detail/theme, I started this map a couple months back without a cohesive theme, so any visual suggestions would be greatly appreciated. I'm on the fence about using custom textures/props because I don't know if I will have enough time left.

csgo_2015-08-10_brine_19.thumb.jpg.4de04csgo_2015-08-10_brine_20.thumb.jpg.e1b5b

csgo_2015-08-10_brine_8.thumb.jpg.923156

csgo_2015-08-10_Brine_5.thumb.jpg.e21ff0csgo_2015-08-10_brine_7.thumb.jpg.ce1278

 

 

Edited by Peeko
uploaded screenshots
Posted

Layout looks great, its very complicated but its very very open for new tactics, I love it! I just found this little part on the left top that would be not used:

sketch1439224861025-1.thumb.png.5fb4a32a If you think that this part is not important for the grafical look or something, I think you should delete it ^^

Posted

Layout looks great, its very complicated but its very very open for new tactics, I love it! I just found this little part on the left top that would be not used:

sketch1439224861025-1.thumb.png.5fb4a32a If you think that this part is not important for the grafical look or something, I think you should delete it ^^

It appears that you only looked at the radar and not in game, its really my fault for not having screenshots up at the moment, but the gray area is elevated and takes just at much time to jump over.

Posted

Outside there is 100% snow in some places but none in other places

On A there's 5 entrances from every direction. defending it looks too difficult for both sides

You can see into snipers nest from the elevated B entrance 

The buildings on B site, the CT spawn garage, and the detailed building in middle don't really fit in with A site's theme

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