swst.turn Posted November 5, 2015 Report Posted November 5, 2015 It'd be fun to try this out in a 5v5, anyone?I'd like to, but I afraid of my Яussia ping Quote
catfood Posted November 6, 2015 Report Posted November 6, 2015 (edited) Congratz on the release, looks tight! btw are you aware that there is already a de_santorini in Counter-Strike Online?http://cso.wikia.com/wiki/Santorini Edited November 6, 2015 by catfood D3ads, jackophant, Interfearance and 1 other 4 Quote
FMPONE Posted November 6, 2015 Author Report Posted November 6, 2015 That layout seems completely unplayable to me... wouldn't rotates be 1-2 seconds? You can actually see both bombsites in that picture you linked Interfearance 1 Quote
El_Exodus Posted November 6, 2015 Report Posted November 6, 2015 This is what happens, when the master himself forgets to pack the custom content MaanMan, FMPONE, Vaya and 4 others 7 Quote
El_Exodus Posted November 6, 2015 Report Posted November 6, 2015 D-d-d-doublepost!Now the real one, after i was able to look at the map without errors When i look at the layout, the whole CT side part of the map looks way too complex. Ingame it doesn't feel that bad, but still there are dozens of corners to check and some people will be confused for sure. On the other hand, i have no idea how to "fix" this without messing with the gameplay. So maybe just keep this in mind for the next layout you make.Overall the visibility is good, as you can expect from a map based on Santorini. But, there are still some places where it's not that easy to see other players. For example CTs in the Café when you enter A site through A long. It's still ok, but not perfect. Another example is in the following Imgur album.In the reddit playtest, the map felt very CT sided. I think this is caused mostly by the bombsite entrances. All of them (A underpass, A long, A short, Banana, B short) are interior parts without the possibility to throw good and safe smokes+flashes. You have the option to throw most of them from positions further away, but in an uncoordinated MM game for example, playing the T side will be probably painful. To help fixing this issue a bit, you should open the skybox between T mid and B site(B site execute: safe smokes towards B site) and maybe also add some windows or possiblities to throw fast flashes on A long towards A site.You could probably also help the T side, by making A short flanks a bit more delayed. Right now, you can selfboost to the A short "catwalk"(as CT) in mid and backstab Ts really fast. What about reversing this self-boost, so it's only possible from the T side of the catwalk?The rest of the feedback should be in the Imgur album. If i find more, i'll post again.http://imgur.com/a/qf8neCheers Vaya and FMPONE 2 Quote
FMPONE Posted November 7, 2015 Author Report Posted November 7, 2015 Thanks for the feedback! There are some spots where visibility can be boosted. As for the balance, we've been told by CEVO that the statistics are 50/50 dead even. In my own opinion CTs need a bit more map knowledge (boost into garden gets overlooked at times) but once players get about 5-6 rounds of experience under their belt they typically can contest the half if not win it outright on a comeback. Quote
P1g3oN Posted November 7, 2015 Report Posted November 7, 2015 As for the balance, we've been told by CEVO that the statistics are 50/50 dead even. In my own opinion CTs need a bit more map knowledge (boost into garden gets overlooked at times) but once players get about 5-6 rounds of experience under their belt they typically can contest the half if not win it outright on a comeback.Can confirm we were 0-5 down on ct side but came back to 9-6 Interfearance and FMPONE 2 Quote
vfxNev Posted November 7, 2015 Report Posted November 7, 2015 Wow, looks realy amazing! Very photorealistic. Great work fmpone. FMPONE 1 Quote
D3ads Posted November 7, 2015 Report Posted November 7, 2015 Damn, impressive as always sir. I love how it's clean and grubby all at the same time, the custom signs and notices are top notch! FMPONE 1 Quote
Mazy Posted November 8, 2015 Report Posted November 8, 2015 Super dope! Grats on the release, yet another one you knocked outta the park~~ FMPONE 1 Quote
Promulle Posted November 9, 2015 Report Posted November 9, 2015 Really nice map! Looks pretty nice and plays well. Great Work FMPONE 1 Quote
Logic Posted November 9, 2015 Report Posted November 9, 2015 (edited) I thought that mid window would be a pain to smoke off, but I found this neat smoke within a few minutes. Guess it wasn't as hard as I thought Edited November 29, 2015 by Logic Interfearance, blackdog and FMPONE 3 Quote
gav Posted November 29, 2015 Report Posted November 29, 2015 I like the map Shawn we play it a bit on our server and it does work well . Colour palette is quite different and really gives a feel of coastal town. FMPONE 1 Quote
Epic Posted November 30, 2015 Report Posted November 30, 2015 so ive played this map a few times in CEvo, i like it, i love the looks, but i feel there are far too many small connectors and too much vertical areas. overall 9/10. would need to go take screen shots for more detailed feedback. Quote
FMPONE Posted December 14, 2015 Author Report Posted December 14, 2015 Dchozn from ESEA made a snazzy introduction video on Santorini, check it out Logic, blackdog, Isan Arditama and 3 others 6 Quote
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