Jump to content

Recommended Posts

Posted

Hi there Mapcore,

I'm back at it again after a few tries. Hopefully learning from my mistakes, I'm trying to make a very non squared map, and a small one at that.

Here it is:

try_radar.thumb.jpg.9f6747d31aead3469ce0646ce5a1ecb8.jpg

Timings are balanced so that B is defended from site and A can be defended from the high of A T Main.

Mid is supposed to be a tight touching point for both teams, a point to gather information and try risky flanks.

Here is a link for the imgur album: http://imgur.com/gallery/f4mml.

bsp link for first iteration

Let me know what you guys think. I started this 2 days ago, so it's still very very early, so there is probably a lot to say!

Thanks in advance Mapcore community! :)

 

 

 

Posted
29 minutes ago, Quotingmc said:

Nice to see you back at mapping! Good luck :D

 

Thanks! Studies were time consuming, it's nice to have a break ! (That and having a computer that crushes cs go instead of struggling to get 60 fps helps :) )

What do you think of that try? I tried to make something less funky than my last cs_ map, and I would've finished my de_ map if it was allowed

Posted

Just from seeing the Layout I would suggest a small pathway next to the direct path from T and A. If you design it similar to Blue on Cache (The Blue Player will only push out if the Main player already got a bit control) it might give Ts a useful spot to use some more strategy. Keep it up:D 

Posted
2 hours ago, Daidalos said:

Just from seeing the Layout I would suggest a small pathway next to the direct path from T and A. If you design it similar to Blue on Cache (The Blue Player will only push out if the Main player already got a bit control) it might give Ts a useful spot to use some more strategy. Keep it up:D 

Like a parallel path from way back which would arrive at the right of the site?

I tried to attempt part of it with the main to short one way self boost.

I'll get back to you with that idea checking what can work with timings, because it works on Cache because timings prevent CT from pushing and flanking, but in my case if the additional path is too close, T's will arrive much later

Posted

first Update:

Album

try_radar.thumb.jpeg.59696bf4312d8420a5b1f9b3356ebeca.jpeg

 

New radar

On 01/06/2017 at 3:16 PM, Daidalos said:

Just from seeing the Layout I would suggest a small pathway next to the direct path from T and A. If you design it similar to Blue on Cache (The Blue Player will only push out if the Main player already got a bit control) it might give Ts a useful spot to use some more strategy. Keep it up:D 

I tried to see how I could implement your idea, but I couldn't find a successful way. However, it inspired me for the upper path which I now need to balance appropriately.

I made this change because the site was too bare and untakeable.

I chose to try and open the other sit up a bit while scaling its size up a bit. I avoided weird sightlines andthere are a few strategies that could be played with that so we'll see.

As always, do comment on what you think :)

the download link is the same as previously!

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...