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Harry Poster

Tangerine

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WORKSHOP

Spoiler

Map will be set in the Morocco hotel that designed like Kasbah. (Real prototype - Kasbah Tamadot) /Changed to Marrakech streets.

-Bomb sites

7xZrxS-D1WA.thumb.jpg.ffa1bce3a50877fb774eec8375c39b29.jpg

mQbGf3qsgUQ.thumb.jpg.8bab1cd0d87f94a4f0a381369fb252ef.jpg

- Mid , CT is arriving before the T, but T have 2 ways to attack the CT

FsiCwVFkuL0.thumb.jpg.30cf2d1588ca8fc79ade293cce6c0c0e.jpg

-Overview

wxMMEzhTwmk.thumb.jpg.ddb3356641d3c1243779c695c1db7dcf.jpg

3

 

Edited by Harry Poster

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Major update

-Balcony was removed

-Bombsites were fully reworked

56y-Bj6LBXA.thumb.jpg.5a8be7545f96884932911a5bf87e981b.jpg

qOySUb2qmVY.thumb.jpg.a6aaf8da357268f0bab3edc9de8e8e1b.jpg

Mid

-Entrance to connector to B was a moved a bit

-Boxes were added to prevent checking mid connector to B from A site. Also adding some advantages for CT sniper

zQJSY278Gps.thumb.jpg.6f9b2ff282169641a9618db2c0def64e.jpg

-Added drop to connector B for CT's , also you can boost back from connector

vKPlZVfilJc.thumb.jpg.9422533304063e4e644c5bb16aa18995.jpg

-Some pathways to bombsites were changed

Overview

Y-WmtMoeCiw.thumb.jpg.12b202cb4513be52f13684fdf9d57f98.jpg

Steam link to WIP version -  http://steamcommunity.com/sharedfiles/filedetails/?id=970356474

1

 

Edited by Harry Poster

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Luckily i found some time to come for playtesting and here is some changes based on feedback and my thoughts.

[A site]

-Added new pathway 

20170717145311_1.thumb.jpg.10c334386313ce619b4016e8448fd7f6.jpg

-Deleted anoying 3rd way to mid (T side)

20170717145238_1.thumb.jpg.4719b7f93ab8d439298b00b89f049c76.jpg

-Covers at site were updated

20170717145205_1.thumb.jpg.b9181369d0c339252870bc3f8266d5bb.jpg20170717145212_1.thumb.jpg.15f4dfa00541b5311d1b56dfb8db63d6.jpg

20170717145218_1.thumb.jpg.8311f3021206acaf57355493168e94b7.jpg

-Added new way for T's to come from "Mid house"

20170717145317_1.thumb.jpg.03ada5d5035e7a70e9ec3104440611b7.jpg20170717145322_1.thumb.jpg.554c892395b2b8e70733733c81c53455.jpg

 

[B site]

-Tunnel was added to stop permanent T rushes

-Reduced bombsite size

20170717145402_1.thumb.jpg.d21fa815a587a99dce2f2e4e802ff074.jpg

-Squeezed CT's way to B and CT's drop zone

20170717145339_1.thumb.jpg.9ffe7e7009748e663402bd0f7e4b8588.jpg20170717145333_1.thumb.jpg.53c158165f350f24384db657cd43dab1.jpg

[Mid]

-Now CT's have window on their side (To stop T's rushes to CT's spawn and add some cover for CT's)

20170717145355_1.thumb.jpg.cbf409c41b3a35c5efea9e97540fc304.jpg

Map overview is now looks like this.

20170717145447_1.thumb.jpg.55ec4450fc0a11f60cf531f4620bb142.jpg

Thanks everyone who tested the map and sorry that it was T sided with this mid control. (Or RZL was just too cool)

 

 

Edited by Harry Poster
English is too complicated

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Yea actually i know , it may help me with some models in future. And i expect for Dust II Kasbah (Ksar) because it will fit to the layout of the map. Ksar is the old defense town (or like this). So my map based on Kasbah Hotels.

Will hope that i wont get much similarity. :interseting:

P.S. My suggestion Dust II will take place somewhere like Ait Ben Haddou.

30 minutes ago, ThManWhoSoldTheWorld said:

You know dust2 rework is based on Kasbah? :P

 

 

Edited by Harry Poster
P.S.

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During playtest B site was very boring and flat. So i decided to update it a bit. I've returned to the version that we have tested one year ago but with some changes. Here is new angles that you can have.

-'Rat' left side

 (For deep hiding)vhyTHlJOhv8.thumb.jpg.635ba16f46cc1152aca2e7a9eb1a3534.jpg

-'Rat' right side (also you can be boosted on barrels)

(You cant hide without boost)

pCtb5ZaC9Rw.thumb.jpg.66ea4c727657c30fde39faa367b6d2d9.jpg

(T ways to the site is mainly 1 arch so it can be smoked)

-Connector from mid

bYag_vKl1qM.thumb.jpg.4fb4fdba1bdf5b3744338c09438b87f1.jpg

-T's main way

Lrue1vyfBe8.thumb.jpg.b7ce965424ba73df2e30afce6c62803b.jpg

-Way from CT's spawn

tIW_JlB1aQc.thumb.jpg.17187297140c1be83d2c812194632987.jpg

-Overall

4Ee4iExXjEQ.thumb.jpg.814e76b6b14937fac57a1f4933029b5d.jpg

 

Main question it's too OP? And what will you prefer?

 

 

Edited by Harry Poster

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(Compile is fast)

I've decided to make A site fully contrasted to B.

If B is half open and clean site so A is a fully open and dirty.

Its very dangerous site for both sides. T's can easly smoke position and rush the site but CT's have very powerful positions.

-Stairs position is vertical position for CT's that protected from mid

20170804161719_1.thumb.jpg.cfdb8a7fa0c36dc7db862f1dc51f15f0.jpg

-Position for deep hiding and risky picks

20170804161819_1.thumb.jpg.5124be33a9f36d3cd3aa3c1ce5697759.jpg

-Position outside the bomb site. Its very powerful but easly smokeble and if T's will make a fast rush you will stay outside it. Mainly sniper position.

20170804161856_1.thumb.jpg.d476a10d21656909ba00308e7668a50c.jpg

20170804161901_1.thumb.jpg.93601e9964ce685c428742659ad8b2a0.jpg

-Rifler position. Protects you before the neck. Almost one really safe position.

20170804161727_1.thumb.jpg.a0bae82d86953b73874e94072d8125d1.jpg

20170804161739_1.thumb.jpg.d5d20bfdd49d05694e203c07d7eb50eb.jpg

 

 

 

Edited by Harry Poster

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