gamez7 Posted March 24, 2018 Report Posted March 24, 2018 Click here to see the map on the workshop! St. Malo (de_stmalo) is a classic 5v5 Bomb Defusal map for CS:GO. It's intended for casual and semi-competitive play. I came up with the idea for this map about a week ago and put together this greybox version in three days, and I've detailed the process below. Hope you enjoy! Reference Images For this map I knew I wanted to do a beach theme so I looked around Google Maps for an interesting area on the coast. I found the town of St. Malo in France which is where the map name comes from. Here are some of the images I used to get an idea of what the layout architecture should look like. Spoiler LayoutI wanted this map to also be different from the standard clover-style layouts, while still providing fun gameplay. The T and CT teams spawn diagonally from each other, and the bombsites are relatively close but require rotating players to either travel through the dangerous tunnels at the center of the map or traverse the long spawn areas. Both bombsites are "battle areas", meaning Ts enter the site areas rather easily but must pick off defending CTs in order to get the bomb planted. Here's my initial drawing of Bombsite A and CT Spawn: ...and here's the current layout: Screenshot Gallery Spoiler CT Spawn Bombsite A Bombsite B Entrance Bombsite B Lower Tunnels Entrance View down the greenhouse Hopefully I can get the kinks of the layout ironed out soon and move on to detailing. Thanks for viewing! Squad, NikiOo, Quotingmc and 1 other 4 Quote
NikiOo Posted March 24, 2018 Report Posted March 24, 2018 It's an interesting layout. Bombsite A plantzone is kind of in the weird place. I feel it's gonna be quite difficult to defend for the CTs, but then again there's some pretty complex chokepoints so I couldn't test the timings very well on my own. One of the things I think could be a problem is the long sightline from the main T entrance to B, which can be seen through the windows all the way from outside the greenhouse. Have you done a 5v5 test on the layout yet? Quote
gamez7 Posted March 27, 2018 Author Report Posted March 27, 2018 I've just uploaded an update for the map that takes into account most of the preliminary feedback received. @NikiOo, this update reduces the length of the super long sightline into Bombsite B, moves the CT spawns closer to the bombsites, and adds a structure to Bombsite A that gives defending and rotating CTs more cover, so most of your concerns should be addressed. I haven't done a full playtest yet, but the map should now be ready for that. Thanks for your feedback! NikiOo 1 Quote
gamez7 Posted May 6, 2018 Author Report Posted May 6, 2018 After playtesting the map about a month ago I've made some major layout changes once again, removing many awkward vertical angles and super-long sightlines, and adding more cover for CTs to defend with. SirK, CuervoSp and maxlevelboi 3 Quote
gamez7 Posted December 29, 2018 Author Report Posted December 29, 2018 Now that I've been on a long hiatus from working on this map, I'm taking one more shot at getting its layout as perfect as I can. (It's honestly pretty insane how different the map is now from its earliest iterations back in March. I've definitely learned a lot since then.) Since the last version I've posted on here, all of the entrances to the bombsites have been completely reworked, and I've finally caved on turning the center of the map into a proper Mid area. Hopefully the map can still be unique and fun at the same time with this change. I've also moved T Spawn around from the last playtested version so that the timings at A aren't extremely T-sided anymore. Here's some eye candy for you: a Chunk, blackdog and Squad 3 Quote
Recommended Posts
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.