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Posted (edited)

UPDATE! http://steamcommunity.com/sharedfiles/filedetails/?id=649334980 - Workshop link!

HeyGuys! I've had a generous break from mapping, now it's time to get back to the real shit.

This project of mine will be a remake/remastered version of a very popular map in amongst the portuguese CS community. Now, you probably never heard of it or played it, it's never really gotten any popular on other countries servers, but in portuguese servers it's quite common to have it in the maplist. The largest communities around will probably have servers running it 24/7 too and have it full. The map itself has had multiple major changes over its lifetime, as my friend Pingo Tinto constantly added and balanced features in the map making it really unique and distinct from other maps.

Original CS:S Version and how it began

de_portugal_dev012_radar copy.jpg

Here's the current layout. My main goal here was to try and make the map significantly more closed. The original version is completely wide open, an AWP fest really. I have included 96 unit tall bushes to shorten most angles that felt imbalanced in the middle area. You will no longer spot rotations from the oposite side of the map. This was an effort I did throughout the entire map. I also took the longest sight road connecting the 2 bombsites and middle area and made a wave shape road with a bump in the middle and 2 double doors. I felt this was the main issue with the map and had to cut it into 3 pieces. Then mid started to feel a bit too strong. Gaining control of mid basicly meant GG round won, so my aproach was to make it so that as a Terrorist you need to boost a team mate to get to CT middle area, additionally another route was added connecting mid to A window-store thingy, as a possible entrance to A. and I might add a vent to the B grocery store. The middle church used to have a tower, from where CT could watch the 2 bombsites. I moved it to the A bombsite as an added defensive spot and lulz. With that the map has become a lot more versatile in strategy, allowing for boosts, fakes, rotates while keeping the 2 bombsites further away from each other.

I ended up changing the layout a lot already, but I'm sure players would still relate.

---OLD---

Spoiler

dev002

de_portvgal_dev0020015.jpgde_portvgal_dev0020008.jpgde_portvgal_dev0020016.jpgde_portvgal_dev0020010.jpg

 

radar3.jpg

Edited by UNREA1
Updated Radar on main post
Posted

Looks incredible I can already see this making an operation. Good luck!

ps. A few of the images are not being shown for me. Says they can't be found.

Ye, I actually deleted some of the screenshots as it was taking a lot of space. :D

Thanks!

Posted

Looks already very pretty, congrats!

Looks like you are aiming at a gameplay were CTs are setting up beyond bombsites and T have to decisively push on one to plant(?).

This map certainly will give you the option as a CT to either play agressive in a more pushed position or defensive sitting close to the bombsites, possibly even a mix of those 2 strats. This hopefully balances the fact that terrorists also have a lot of space to work with and do not need to fully commit to one site until they get to the main chokepoint areas. I've added the rotation paths through mid to either bombsites in the latest build. Depending on where you defend you'll also have a quicker or slower rotation, so I feel it's a good trade. Those are details that I'll have to figure once I put it to the test tho, so don't take my word. For now I can say the timings for rushing with knife out matches the default maps timings, with terrorists arriving about 2 seconds later in most cases, except for mid where CTs have about 5-8 second advantage. It's still a bit early to say without the final prop placing so everything is still subject to change.

Finally I'd like to thank everyone who's been posting, people around here are really motivating and inspiring.

Update soon. :)

  • 3 weeks later...
Posted (edited)

Meu amigo de longa data Unreal, é com muito orgulho que te vejo fazer mais um grande mapa para podermos jogar e divertir no CS GO.

Como todos os mapas que já fizeste, sei que este também vai ficar perfeito.

Pelas imagens já estou ansioso para jogar.

 

My longtime friend Unreal, is very proud to see you make another big map so we can play and have fun in CS GO.

Like all the maps you've done, I know that this will also be perfect.

The images'm already looking forward to playing.

I LOVE MAPS BY UNREAL

 

Edited by Pingo Tinto
Posted (edited)

Update boys!

Finished most middle connectors, revamped mid, added vent connecting mid and Bs groceries store, and stairs to A and window. Readjusted Terrorists timings by moving spawn a little back and built the station. Church structure is up but I'm still going to add a back access to bombsite A for rotations, which will be the priests dressing room connecting Altar and back A. Bombsites were brought to the center of their respective areas for more interesting gameplay.

Current layout

radar3.thumb.jpg.21498328d14c39352f5ac29

Here are some screenshots

Up up730_screenshots_2015-12-26_00015.thumb.j

Train station (T Spawn)730_screenshots_2015-12-26_00001.thumb.j

Revamped mid area730_screenshots_2015-12-26_00005.thumb.j730_screenshots_2015-12-26_00006.thumb.j

Wine cellar (Long A)730_screenshots_2015-12-26_00011.thumb.j

Church (CT Spawn)730_screenshots_2015-12-26_00007.thumb.j

Edited by UNREA1
Posted

Nice to see how this is progressing. Any plans for a mapcore playtest?

I'm definetely looking forward to a mapcore playtest, but for now my close friends have provided enough good feedback. I'll try to do a 5v5 playtest when I'm sure the map is atleast 50% ready for it, but it's a bit too clean right now. Thanks!

  • 2 months later...
Posted

Hey, Sorry for the wait! hehe. I've been hardworking on the map after i finally started mapping on a better PC allowing me to continue with this project. Here's finally a playable version of the map.

I'm reaaally excited about this project and I'm investing a lot of time to it. With this one I decided it was time I started including some custom models and textures so this so far has been a very good experience for me as a mapper.

I finished blocking out the map, clipped all areas and added some crates around the bombsite areas because we all love them. Most stuff is placeholding other stuff that will come later on.

I'd apreciate if I could get some feedback on this before I think about a testing session, in case I need to adress something. Thanks and once again sorry for delaying the update so much, there's too many new things to even list but I've made quite a few changes to the layout for the better, and tested privately with some friends. I think it's ready now to receive more feedback, so feel free.

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