Gap Posted September 5, 2015 Report Posted September 5, 2015 Hey there,I've been working on a map lately (which I just made for practice purposes) and mid and the bomb sites are very close to each other. I decided to try out this layout since I really enjoy a fast map. In this process I figured out the following stuff:Pros:Instant actionTiming is importantCons:(Too) fast rotate timesTaking too long to buy could allow others to push into your spawn very earlyHigher complexity requires more Z axis I'm currently figuring out how to get rid of the cons without giving the layout more height. Any ideas how to do that with keeping the fast gameplay (I tried to increase the distance between the spawns and the actual spots like on de_nuke)? Are there similar maps (which might work)? Here's a picture of the layout: Quote
laminutederire Posted September 5, 2015 Report Posted September 5, 2015 Too fast rotation time is not punishing the team that rotates, so to even this out, you'd have to give them a disadvantage.What I would do is that I would have two rotation path, one normal through spawns, and a fast one through mid. The longer one would give access to more easily retakes, while the shorter one would give an entrance on the bombsite which is really hard for retakes, with disadvantages of angles for instance. That way if you rotate fast, you are faced with a more complicated and dangerous situation, thus balancing the game.I'm not a specialist of layout creation though, so you might want to wait for other answers as well, because my idea could be really bad ^^Hopefully it will help you! Gap 1 Quote
Pastelito Posted September 5, 2015 Report Posted September 5, 2015 Seaside did this very well. Going trough CT Spawn is very fast but disadvantegous in both sites, and it allowed to take the longer route and attack the sites from different locations (tought this applies to other maps, Dust II going through tunnels comes to mind). For example, in your map, you could have the fast rotation in mid but instead of giving CT's a hard chokepoint you could just leave angles from T Mid so its already risky. But then again, if you do that, you would have to balance the routes to the sites or give the CT's the advantage in Mid because the middle route is rewarding for the T's after taking it. GL with the map! Quote
text_fish Posted September 5, 2015 Report Posted September 5, 2015 (edited) You could turn the Mid -> B route in to a one-way drop like this:By the looks of it B is already the easier site to take, so it would make sense to have it the easiest to retake as well.You'd also probably want to take the jumpyjumpcrates by CT spawn away so as not to be too punishing on CT's rotating from B to A. That narrow path could just be a slope instead. Edited September 5, 2015 by text_fish Quote
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