osKo Posted February 15, 2017 Report Posted February 15, 2017 (edited) Inspiration Overview image [Alpha 6, most recent] Map [Alpha 5] Download the most recent version of the map [Alpha 5]: From Steam Workshop Edited October 14, 2017 by osKo Fnugz, zombi, Quotingmc and 8 others 11 Quote
borgking Posted February 16, 2017 Report Posted February 16, 2017 After playing through your map at todays playtest I have a little feedback for you. Good things: The basic layout feels like a solid basis. Especialy the bombspots have the right access, and the main encounterpoints (1,2,3,4) all feel timed right. The scale also feels solid. In most rooms the spacing feels right, while having a good variety of spaces and distances The timings feel right I like the Idea, that the main switch is not instantly populated, and is more usefull in the second half of a round. Things to improve: The middle switch (5) feels wrong. It has no clear timing, since there can be players incomming from 4 sides at different timings (T from 3/4, CT from 2/4), which makes the area feel unpredictable. This area also inserts a 5th encounterpoints. At a 5vs5 that means every encounterpoint needs one player, which is on the one hand difficult to control, and makes the strategic aspect to assume attack angles and reinforce that encounterpoint with an additional person obsolete. The middle bridge (over 3) feels too exposed. As you can get shot from either side, also be attacked from both sides of the roads, and also from the middle switch (5) this is currently very risky and difficult to approach strategicly. Meaning this is a potential deathtrap. Suggestions: Change the middle switch (7) to a connector from middle (3) to the bombspot B (4). Maybe it might be usefull to also have a seperate connector from lower to upper middle, but I would keep that seperate. That would make the intent of the area more clear, remove the weird timing, and propably make for an interesting second attack approach to middle (when someone attacks from the B Apporach) Move the corner (6) after the bridge to A more to the CT-Side. That would on the one hand shorten the distance between the bombspot, and make this currently underutilized area more interesting. Also the dead end (8) has no gameplay impact and serves no special purpose. Remove it, for the sake of simplicity, and the learning curve! Thats my two cents. As I already said the map currently feels on the right track, so keep up the good work. Klarkie8, Squad, Radix and 4 others 7 Quote
yesyesyesyeoi Posted August 30, 2021 Report Posted August 30, 2021 please can you make a textured version of this ? Quote
yesyesyesyeoi Posted August 30, 2021 Report Posted August 30, 2021 btw i dont have cs go sdk even this is an old thread Quote
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