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Posted (edited)

Hello everyone! It has been awhile since my last post. Ever since I left Bottleneck behind, I tried to create new layouts. However I always felt that those layouts were inferior compared to Bottleneck's layout. So I took the time to come back to Bottleneck and revamped it. Yes! Bottleneck is back! However, the name is changed to "Mettle" because why not. Anyways, this thread is mostly for feedback on layout quality and other stuff. With that said here are the screenshots!

9uNUkxD.png

z46YtdT.jpg

FCHk31w.jpg

 

QDiRleU.jpg

LxEdleR.jpg

 

Download now!

http://steamcommunity.com/sharedfiles/filedetails/?id=724290136

Edited by ElectroStatic
Posted (edited)

First problem I had: to launch the map through the console because you didn't have a gamemode selected when you published the map.

The way to fix this is by selecting a gamemode in the check boxes. In your case it would be the classic game type

help #1.png

After running around your map for 10 minutes, I found a few things that are kind of over powered.

A Site

A Site Awping 2.jpgA Site Awping.jpg

Awping on CT side A site is severely over powered, you have long routes that the Ts have to take, and the CTs will greatly benefit by buying long ranged weapons here. I thought of a solution but I don't really know how it would work out.

A Site Hall 2.jpgA Site Hall.jpg

You should add a hallway here, so they don't have to deal with the mid awper directly unless they really want to

I thought the hallway would look something like this:A Site Hall 3.jpg

This door should really be opened faster, try changing the speed to 250 and see how it works. You can always turn it down if needed.

A Door.jpg

B Site

From CT to B, you have a random ledge, consider adding a railing (this is really low priority but just thought you should so something about it)

CT to B.jpg

On B site, you have a small office type room. Consider adding a window here. CT's only have 1 main entrance to watch from. 

B Site Add Window.jpg

Next to the overhang that the T's use for an entrance, you could add a 2 man boost here to catch oncoming T's by surprise

B Site Boost.jpg

 

Thats all I have for now.

 

Edited by TooProForYahoo
Posted
5 hours ago, TooProForYahoo said:

First problem I had: to launch the map through the console because you didn't have a gamemode selected when you published the map.

The way to fix this is by selecting a gamemode in the check boxes. In your case it would be the classic game type

help #1.png

After running around your map for 10 minutes, I found a few things that are kind of over powered.

A Site

A Site Awping 2.jpgA Site Awping.jpg

Awping on CT side A site is severely over powered, you have long routes that the Ts have to take, and the CTs will greatly benefit by buying long ranged weapons here. I thought of a solution but I don't really know how it would work out.

A Site Hall 2.jpgA Site Hall.jpg

You should add a hallway here, so they don't have to deal with the mid awper directly unless they really want to

I thought the hallway would look something like this:A Site Hall 3.jpg

This door should really be opened faster, try changing the speed to 250 and see how it works. You can always turn it down if needed.

A Door.jpg

B Site

From CT to B, you have a random ledge, consider adding a railing (this is really low priority but just thought you should so something about it)

CT to B.jpg

On B site, you have a small office type room. Consider adding a window here. CT's only have 1 main entrance to watch from. 

B Site Add Window.jpg

Next to the overhang that the T's use for an entrance, you could add a 2 man boost here to catch oncoming T's by surprise

B Site Boost.jpg

 

Thats all I have for now.

 

Thank you so much! I have been waiting for suggestions like yours to pop up. I will consider everything stated here in mind when I further develop the map.

Posted (edited)

Hello! With the suggestions posed by @TooProForYahoo I have since then updated my map according to those suggestions.

SylJIpr.png

xfWR0Ou.jpg

With Mid being too CT sided, I have added a "door" which limits the CT's AWPer's cover and mobility

1rkCSGC.jpg

vva6mLp.jpg

A hallway has been added to allow Ts to push from another position into A site

59ffOAX.jpg

 

A window has been added at Hut to allow CTs to cover the site from another angle

MGTT3E3.jpg

And lastly a box as been added there to allow CTs to do some tactical boosts.

 

That's all for the updates! 

Edited by ElectroStatic
Posted
8 hours ago, Logic said:

Some thoughts:

60b78b22fa2c5ce3c76d7cbc4e3395e1.png

Thank you for the feedback. I was already planning to remake bombsite B and I will keep your suggestions in mind when developing the site. I will also look into the other suggestions you posed and consider them if possible in the future.

Posted (edited)

Delete these boxes asap. Iirc, they have a height of 64 units. Not good :P

Edit:
To be constructive: Use either slightly lower or slightly higher boxes. See Dust2 A site. 56 units and 72 units are good values.

Edited by El_Exodus
Add
Posted
6 hours ago, TooProForYahoo said:

Just wondering on the design of the map, is it based anywhere specific? (Other than an industrial setting?)

Don't really have a location set in mind, anyway detailing is not really my forte so I will try to get some advice when I reach that point.

Posted (edited)

Hi guys, I bring to you another major update for Mettle:

bTVlZ5c.png

Here is the new radar completed with icons for each Spawn and Site.

os0n7oa.jpg

Bombsite B has been given a complete makeover with inspiration of A site of Empire.

lZgEDA9.jpg

D4ju7Tf.jpg

The second entrance for Ts to mid has been moved to allow CTs to defend mid easier. 

2wCZqK0.jpg

Bombsite A has been given more cover for CTs to defend with.

And that's about it, download the map here: http://steamcommunity.com/sharedfiles/filedetails/?id=724290136

Edited by ElectroStatic
Posted

These are the timings for the current version of the map:

CT to A: 7 Seconds

CT to B: 13 Seconds

CT to Mid: 8 Seconds

T to A: 13 Seconds

T to B: 17 Seconds

T to Mid: 8 Seconds

A to B (Rotate): 13 Seconds

  • 2 weeks later...

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