Harry Poster Posted July 8, 2017 Report Posted July 8, 2017 (edited) WORKSHOP Spoiler Map will be set in the Morocco hotel that designed like Kasbah. (Real prototype - Kasbah Tamadot) /Changed to Marrakech streets. -Bomb sites - Mid , CT is arriving before the T, but T have 2 ways to attack the CT -Overview 3 Edited November 26, 2017 by Harry Poster Quote
Harry Poster Posted July 9, 2017 Author Report Posted July 9, 2017 (edited) Spoiler Major update -Balcony was removed -Bombsites were fully reworked 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 -Added drop to connector B for CT's , also you can boost back from connector -Some pathways to bombsites were changed Overview Steam link to WIP version - http://steamcommunity.com/sharedfiles/filedetails/?id=970356474 1 Edited November 21, 2017 by Harry Poster Quote
Harry Poster Posted July 12, 2017 Author Report Posted July 12, 2017 (edited) Spoiler My first try at textures creation. You can post you opinion. Map playtest will be at Sunday. (16/07/17) Steam link to WIP version - http://steamcommunity.com/sharedfiles/filedetails/?id=970356474 Edited November 21, 2017 by Harry Poster Quote
Harry Poster Posted July 17, 2017 Author Report Posted July 17, 2017 (edited) Spoiler 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 -Deleted anoying 3rd way to mid (T side) -Covers at site were updated -Added new way for T's to come from "Mid house" [B site] -Tunnel was added to stop permanent T rushes -Reduced bombsite size -Squeezed CT's way to B and CT's drop zone [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) Map overview is now looks like this. Thanks everyone who tested the map and sorry that it was T sided with this mid control. (Or RZL was just too cool) Edited November 21, 2017 by Harry Poster English is too complicated Quote
Harry Poster Posted July 19, 2017 Author Report Posted July 19, 2017 -First detailed part. ('Drop zone') King Skizzy, blackdog, rosk and 17 others 20 Quote
Vaya Posted July 19, 2017 Report Posted July 19, 2017 starting to look like something mr poster. The ground looks very weird at this angle though... Quote
Harry Poster Posted July 19, 2017 Author Report Posted July 19, 2017 15 minutes ago, Vaya said: starting to look like something mr poster. The ground looks very weird at this angle though... Yea, tile texture isnt finished yet Quote
blackdog Posted July 19, 2017 Report Posted July 19, 2017 This looks interesting, didn't notice the topic before. I'm thinking the different areas are ticking most boxes good CS maps have. Not big fan of the custom tile texture, looking forward for future updates Harry Poster 1 Quote
Harry Poster Posted July 20, 2017 Author Report Posted July 20, 2017 (edited) Spoiler Not a big update. -Made some landscape for the map Actually working on B site now. Also thanks for the support on previous post. Edited November 21, 2017 by Harry Poster CWardee, JSadones and Fnugz 3 Quote
ThManWhoSoldTheWorld Posted July 20, 2017 Report Posted July 20, 2017 You know dust2 rework is based on Kasbah? Harry Poster 1 Quote
Harry Poster Posted July 20, 2017 Author Report Posted July 20, 2017 (edited) 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. 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? Edited July 20, 2017 by Harry Poster P.S. Vaya 1 Quote
NikiOo Posted July 20, 2017 Report Posted July 20, 2017 6 hours ago, Harry Poster said: That's some shiny grass Quote
Harry Poster Posted July 21, 2017 Author Report Posted July 21, 2017 (edited) Spoiler 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) -'Rat' right side (also you can be boosted on barrels) (You cant hide without boost) (T ways to the site is mainly 1 arch so it can be smoked) -Connector from mid -T's main way -Way from CT's spawn -Overall Main question it's too OP? And what will you prefer? Edited November 21, 2017 by Harry Poster Quote
Harry Poster Posted July 24, 2017 Author Report Posted July 24, 2017 Bee SirK, will2k, Vaya and 6 others 9 Quote
Harry Poster Posted August 4, 2017 Author Report Posted August 4, 2017 (edited) Spoiler (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 -Position for deep hiding and risky picks -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. -Rifler position. Protects you before the neck. Almost one really safe position. Edited November 21, 2017 by Harry Poster Quote
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