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Posted (edited)

So hello. Reworking de_aztec, by continuing de_aztec_proper by [aciD]

Here's the link to his rework.

http://csgo.gamebanana.com/maps/168069

I picked up his work, because i had problems decompiling de_aztec and then compiling it again.

So, there are some changes he has i also considered. But i thought, there is still something missing.

I want to hear your opinions and suggestions which would possibly resurrect these forgotten Aztec ruins!

Here come the download link from Steam Workshop

http://steamcommunity.com/sharedfiles/filedetails/?id=544451796

As for now i have changed (doesn't include [aciD] changes):

A Bombsite:

 rdM1cL7.jpg

B Bombsite:

HyxXgR8.jpg

Widened double doors at CT to B path to make retake an option.

cwKdjHg.jpg

bobCAwm.jpg

T Spawn to B upper path: Added a wooden wall just like in orginal edition, but it doesn't block T doors. So it allows once again for both teams to go for early AWP picks.

ahVtYQ5.jpg

Edited by Tensei
Posted

The chokepoints. Terrorists don't really have much to work with in the beginning of the round. Opening the skybox would already help a lot. Maybe also a rework of the water area so CTs don't see Ts feet before they have a chance to react. Furthermore there are visibility issues due to the textures which are used in this map.

Posted

I personally never really liked the layout of aztec, because AWP is way to powerful there and I don't enjoy sniper weapon so much.

But the map was pretty popular back in CS 1.x, especially on public servers the player count was even close to dust2.

The layout itself is still pretty much the same. But, as El_Exodus already said, besides the chokepoints, readability is definitely the biggest problem in the current version. The 1.6 version was virtually completely white...

 

Posted

@Raidix look at the number of AWP on dust 2 during deathmatches, people like that weapon a bit too much in my opinion :)

Hah, wait when some anti-awp pro players will say that it has to be nerfed once again and valve will give awp only 1 mag of bullets. That means, you will think twice before trying to wallbang shit out of opponent. And it will require even more skill, because, you know, you only got 10 shots. Also they could reduce clip size to 5 bullets and give one additional clip. Still you got 10 shots, but you get to reload twice as fast.

 

I will post pictures from river area in about 30 minutes from now on, and update download link of course.

Posted

Hah, wait when some anti-awp pro players will say that it has to be nerfed once again and valve will give awp only 1 mag of bullets. That means, you will think twice before trying to wallbang shit out of opponent. And it will require even more skill, because, you know, you only got 10 shots. Also they could reduce clip size to 5 bullets and give one additional clip. Still you got 10 shots, but you get to reload twice as fast.

 

I will post pictures from river area in about 30 minutes from now on, and update download link of course.

the AWP isn't the issue, the maps which gives them too much possibilities are :P

Do present your changes on river then :)

 

Posted (edited)

Update is out. Download link is at thread start.

Before we speak about visibility: CS:GO screenshot feature takes the screenshots in default brightness setting.

On max brightness (which probably 90% players has) it looks fine. Atleast i can see stuff well.

Here are the changes:

- River

-- Added 2 pillars under the MID bridge for cover.

-- Drastically increased ground elevation.

-- There is now a lamp. It is powered by forgotten Aztec technologies.

- B site

-- Added a wooden ledge to decrease terrorists river visibility.

-- In next update: One part of the ledge is going to be removed due to, you literally cant peek river unless you jump on it. 

dKCk5TU.jpg

W0xVHFl.jpg

aUeQpX1.jpg

AUGYtxW.jpg

 

Also. In next update.

I4xOdoV.png

I am going to literally remove yellow area, because you cant pre-aim the angle. There's so many of them. It's too wide in my opinion. 

 

 

 

 

Edited by Tensei
Posted (edited)

More info:

CT -- BLUE

T-- RED

Green- Walls and Boxes you cant see over by yourself or at all.

Yellow -- Bombsite areas.

I will release download link in 24 hours.

Download link has been added at thread start.

LCJ5tCV.png

XKPsGI8.jpg

AdWTGeu.jpg

xCG0QYX.jpg

 

Edited by Tensei
Posted (edited)

Future plans:

  • Remove skybox for better smoke viability. (Mostly for terrorists)
  • Add "nade" window near T Bridge Room.
  • Change blue wall model at B bombsite to something else, because the model is so thin, it should be wallbangable even with bb gun, but it isn't because it's material is metal.
  • Improve player visibility even more.
  • Add some wooden walls at mid overpass, because right now it's pretty open area. It basically becomes death valley. Because crossfire might be too stronk. I will decide on that when i will get playtest for this map.
  • Adjust timings.
  • Add minimap/radar/overview.
  • Optimize map performance as far as my abilities can reach.
  • Add this map to Steam Workshop. (This one is going to happen really soon)
  • It is a possibility that i will get some custom models. (Aztec is about to become cartel land)

Also i will consider your suggestions, that's why i am here.

Edited by Tensei

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