mendaxyz Posted April 30, 2016 Report Posted April 30, 2016 Fight in streets and courtyards as terrorists invade a Malta-inspired historic coastal city. Play as the Separatists – determined to disrupt the peaceful atmosphere, or the GIGN – dispatched to protect key cultural sites on the small Mediterranean island. This is an update and re-release of my older map de_melite. I'm hoping to get more critiques with this, so of course feedback is welcomed! Imgur Album --- Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=675402575 Squad, poLemin, Serialmapper and 5 others 8 Quote
Serialmapper Posted April 30, 2016 Report Posted April 30, 2016 (edited) It reminds me of de_crown. Edited April 30, 2016 by Serialmapper Vaya 1 Quote
lynx Posted May 1, 2016 Report Posted May 1, 2016 (edited) Visually great, clean and yet beautiful. Layout wise, very interesting, but i think the timings are off in some areas. Especially B site and B halls (Palace or whatever you want to call it) are reached by the Ts too early. I did playtest this map with some friends, and i died everytime i tried to peek B halls. A long is easily defendable by a CT awper and could use some more cover. It also too long to oneshot with a deagle.(orange line) I think this map has lots of potential, but some issues that can e easiliy fixed. I suggest moving T spawn 3-5 seconds back. The stairs behind the T spawn could be the new T spawn. This should fix most off the timing problems and it would be an awesome map. Edited May 1, 2016 by lynx mendaxyz 1 Quote
1234567890throwaway Posted May 1, 2016 Report Posted May 1, 2016 This is hands down the best looking CS:GO map in my opinion. mendaxyz 1 Quote
mendaxyz Posted May 2, 2016 Author Report Posted May 2, 2016 Thanks for the replies, everybody! Lynx: I appreciate the playtest. I'm still trying to iron out the map's balance so your information really helps a lot as I move forward. Quote
Adam108CZ Posted May 22, 2016 Report Posted May 22, 2016 Instead of pushing T spawn back I would rather push the CT spawn forward slightly, then it would became more attractive for rotations as well. Quote
mendaxyz Posted May 23, 2016 Author Report Posted May 23, 2016 That's actually what we did, though I'm sure the spawns will continue to be adjusted: lynx and Bevster 2 Quote
wylde Posted May 24, 2016 Report Posted May 24, 2016 There are a million positive things I can say about this map, but I'll cut right to the chase. This map seems to have the same balance problem cbble has, that others have identified. In cbble, Ts can get to long B at the same time/earlier than CTs can get there and set up. It makes rushing long B as a T too attractive of an option. I will take a closer look at it when I get home, and I see you have updated it by pushing the CP spawn closer to B, but you run the risk of forcing CT teams to play sites by spawn position (not favorable at pro level). It might be a matter of moving T spawns a meter to the right and CT spawns a meter to the left, but this timing will be critical in terms of becoming a truly competitive map. Also, B site itself may ultimately suffer from the problem B site on inferno has: two ways in, two ways out, but inferno has a back route to help CTs retaking the site, same as how B site dust2 has window for a 3rd option (I am only judging this from the overview right now, been a while since I ran around the map). Maybe you could solve B site retake and CT spawn timing problems by adding a small connector somewhere from the CT side of B that functions similar to inferno's construction? If it gets CTs into site a second faster, it could balance the map. Anyway, fantastic work! This should be in the next operation. lynx 1 Quote
mendaxyz Posted May 24, 2016 Author Report Posted May 24, 2016 (edited) Yeah, I'm definitely open to changes regarding the spawns and timings to bombsite B so if you do test the map let me know how you feel. Also keep in mind that the CTs have the opportunity to flank the terrorists from the northern entrance of the Main Hall. Same with the two entrances; I know that it's typical to have more entrances into the Bombsites, but I'm hesitant to throw in random connectors until I have an understanding of the balance of the map as is. Still, you've given me some ideas to work with so I'll play around with it in the meantime and see what works for me. Thanks! Edited May 24, 2016 by mendaxyz Logic and lynx 2 Quote
Logic Posted May 30, 2016 Report Posted May 30, 2016 This map looks and feels great! It's hard to theorize how it plays though. I'd totally be up to try this in a competitive 5v5 setting Quote
mendaxyz Posted June 13, 2016 Author Report Posted June 13, 2016 I just released an update to the map. We've incorporated a few important changes, namely fixing some of the timings and adding a short new path to B on CT side. The new timings should be easier for the CTs and Bombsite B as a whole should also favor the CTs a little more: Squad, wylde, ashton93 and 1 other 4 Quote
mendaxyz Posted July 18, 2016 Author Report Posted July 18, 2016 (edited) I had Legacy playtested on Reddit a while back and made some changes based on feedback. I moved the T-spawn back even more, so now they spawn behind the arches. This gives CTs more time to set up or possibly try to push forward before Ts arrive at the chokepoints. I also added breakable doors between main hall and balcony so that CTs can hear if Ts are pushing through that area. Screenshots: You can read more about the update on our Workshop page. Edited July 18, 2016 by mendaxyz Logic, tomm, Vaya and 1 other 4 Quote
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