laminutederire Posted May 30, 2017 Report Posted May 30, 2017 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: 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! Quote
Quotingmc Posted May 31, 2017 Report Posted May 31, 2017 Nice to see you back at mapping! Good luck Quote
laminutederire Posted May 31, 2017 Author Report Posted May 31, 2017 29 minutes ago, Quotingmc said: Nice to see you back at mapping! Good luck 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 Quote
Daidalos Posted June 1, 2017 Report Posted June 1, 2017 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 Quote
laminutederire Posted June 1, 2017 Author Report Posted June 1, 2017 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 Quote
laminutederire Posted June 2, 2017 Author Report Posted June 2, 2017 first Update: Album 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! Quote
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