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Matheus Becker

VERTIGO COMPETITIVE UPTADE (IMAGES TO DOWNLOAD)

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Vertigo is one of the maps that carries the burden of old school since it has been present
since 1.6. However, after this, the source and until reaching the CSGO, it did not receive
the attention it deserves, being reduced to a badly frequented map and defenitively little
explored.

However, Vertigo is awesome. His adaptation to CSGO gave him a unique style of lighting
and design that perfectly matched the physical structure unmatched by other maps.

But as quoted, the map is lacking in interaction. Due to lack of interest, the map is reduced
to a single route for each BOMB SITE, plus these paths are too long for the Terrorists and
too short for the Counter-Terrorists, making it very supportive of a single side.

Shortening the speech, I set out to do a minimal edition of the map including some new
routes to make the map more dynamic and interactive. However, as you can see, I have no
skill with this kind of work, none at all. But I believe that with the help of amateur
developers, it would be a great choice to show Valve his potential and introduce a map so
old and nostalgic to the competitive landscape.


LETS START!

IMAGE 1
First of all, a connection that allows you to cross the map from behind, from the stairs to the
ramp and vice versa, not necessarily with a door there, and it may be an open place. This
would create the opportunity to rotate across the map without having to do a single reverse
path.
P-O- R-T- A = DOOR


IMAGES 2, 3 AND 4
Here the path to BOMB A undergoes some changes, creating to the left a route that
resembles a MID or a central passage (shown below). The raised wood in the right region
decreases the possible CT marking pixels to preclude a very wide view of the
TERRORISTS movement, however a space above the ramp is opened to advance through
that kind of connector.
The arrow in the image indicates the central passage that was created by modifying some
objects in the scenario.


IMAGES 5 AND 6
Here I consider the main change of the map, the creation of a central passage, which runs
from the core between BOMB A and BOMB B to the ramp of BOMB A. The addition of this
element creates infinite possibilities of tactics and greatly increases the competitive
interaction of the map .
IMAGE 5: core between A and B
IMAGE 6: hallway to the left of the ramp.


IMAGES 7 AND 8

Here was created a second passage for BOMB B, on the left, a route that would give a
direct encounter to the bombsite and would enable the offensive tactics of the
TERRORISTS by merging the original connector and the new servant.

Initially, these would be the main modifications that would give the map a bit more flexibility.
From them, many things can be added: new doors, pixels, boxes.
One of the urgent things that calls for updates is problematic skyboxes that preclude
tactical grenades, such as staircase B glasses that have a sinister invisible wall that makes
it impossible to pass smokes.

LETS SHARE THE IDEA UNTIL VALVE ARRIVES! COULD THAT WORK? VALVE, PLEASE,
LISTEN TO US: THIS MAP MUST BE UPDATED!
Original idea: MATHEUS HENRIQUE THOMAS BECKER
Original (bad) edition of the photos on the map: MATHEUS HENRIQUE THOMAS
BECKER
Contact: [email protected]

1.jpg

2.jpg

3.jpg

4.jpg

5.jpg

6.jpg

7.jpg

8.jpg

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51 minutes ago, FMPONE said:

Keep it up!

Interested to see how you make the map more competitive.

Without time now, currently on a travel... Besides, is too damn hard to do this nasty edits without any skills... But I'll think some more ideas to the map. 

How far you think this can go? Honestly? I feel like a iluded dreamer here

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On 08/09/2017 at 11:31 PM, FMPONE said:

Keep it up!

Interested to see how you make the map more competitive.

Here am I with more ideas to the map, lets see... 

IMAGE 9
Here it was reopened this right corridor of the base TR that led until a ramp A, to facilitate a movement, avoiding only a route.

 

IMAGES 10-11 

Here was created a route between the passage to ramp A and ladder B, in order to facilitate the rotation or change of strategy during the round without wasting much time.

 

IMAGE 12

Here a door was added next to BOMSITE B, creating a few more pixels.

 

IMAGE 13

Here one of the main changes to the TR side. The shortening of staircase B, which gives a few seconds more for the TERRORISTS to perform some rush or simply not to come out at such a disadvantage in a matter of pixels.

 

IMAGE 14 

Here also has been added an open door in the same place where there is that closed door, next to BOMBSITE A. Note that with this new increment, the door that can open / closed becomes useful, because when opened it exists as a strategic pixel that runs through the space between bomb A and B.

BASE TR.jpg

CAMINHO B ESCADAS 2.jpg

CAMINHO B ESCADAS.jpg

CORREDOR B.jpg

ESCADAS B.jpg

MIOLO A B.jpg

Edited by Matheus Becker

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