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Posted (edited)

Contemporary currently: alpha 1
A defusal map set in a modern art museum.

Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=515845264

This map is in it's earliest stages and is therefor almost completely empty, the reason I've created this post as well as uploaded the map to the workshop is to get some feedback on the layout.
By doing this i hope to avoid some pitfalls that I might have overlooked as it would be more time consuming to change the layout later on.
I'm also open to suggestions on neat additions and changes that might make something work better.
Please note that due to the lack of props there are some huge sightlines that will be broken later on.

 

The map should be experienced in-game as it is pretty hard to get a sense of the scale from the pictures below.

Overview:


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Additional Pictures:


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Edited by Clouded Mind
  • 2 weeks later...
Posted (edited)

Well if this what I am assuming here is correct:contemporary_Mapcore_guess.thumb.jpg.6fcthen I congratulate you sir, because this layout looks heck 'a solid in my opinion :) ! There are tons of ways to get into the bombsites for Terrorists, while CTs seem to have the highground. A could be hard to reach though, since you have to run through a narrow corridor or the wide and open mid. I am uncertain but am not counting the route through CT Spawn. 

The only thing I dont like about the map is how extremely open it is. Just try giving railings to the balcony parts around the bridges just as the bridges themselves. This way it is easier to smoke them, to get them on fire and to take a firefight from on a bridge. Also you should maybe add some cover to the bombsites.

Cheers!

PS: I am unsure, whether the small thing I circled pink on the overview is a window or not. If it is, remove it! The sightline into B is OP !!!

 

Edited by Freaky_Banana
Posted

As I said a little bit of cover on the bombsites to hide from nasty awpers should fix this.

You've still got large, open paths of death leading to each bombsite from a central point. A bit of AWP cover is one thing, but what about wide open to any and all nades?

I would also guess that if any team gets hold of that area they can shut the entire map down.

But don't take my word for it, it should get tested in this state and we'll see how it pans out.

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