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I had some great feedback yesterday and with that I will change both sites abit and also CT spawn. I might smallen the whole map aswell while doing these changes, there is enough room for T spawn to move forward. The biggest challenge remains the large ancient egyptian structures build in a small compact competetive enviorment, but there is always a way! Anyhow thanks for the much love and feedback guys! ?

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So we just found out there is a map on the workshop named Pharaoh which looks pretty cool, so we decided to change it to 'Anubis'. 

I have had some feedback which is awesome, because I was not happy with B bombsite and CT spawn and this encouraged me to do some big changes.

Check out the new radar and go ingame to see the new changes!

DD90G9U.jpg
And here you see the earliest chokepoints. Map control is 50/50 when CT push and like 40/60 when they defend from site.
bTiz52x.jpg

Edited by Roald
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  • 1 month later...

I haven't opened up Hammer for a long time since the playtest, but finally managed to make some big changes in the layout, which is mostly smallen the map size and decrease the timings alooooot.
New radar:
IEptIVw.jpg

Tighten up midle canal, oh and weapons/bomb now 'float':
48NSMcw.jpg

New B bombsite and CT spawn:
Vjy8DNH.jpg

New T spawn, moved forward on the road:
KgMmGrv.jpg

Edited by Roald
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The layout is easy to understand and allows for lots of nade lines and strategies. Also, the early art looks great while still feeling like counter-strike.

Here are a few observations:
The sphinx might serve a better purpose if you move it to the right to block up this sight line.

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20190804143141_1.jpg.27136488ed877b7d1d56838d90fceee7.jpg

 

This sounds stupid, but the arrows confused me rather than helped me when I was learning the layout. Since they are only there to guide people I feel as if they should be more intuitive.

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20190804143045_1.jpg.26ae349e58d8dd4260183130d4e87adc.jpg

 

This sightline might make it hard for T's to turn back and change direction. Also It can see all the way to the bridge, idk if that is intentional.

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20190804142804_1.jpg.e1a630a997d1ccc5a6edf814a1bbd194.jpg

 

The block my crosshair is on looks accessible (not really important but still)

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20190804142722_1.jpg.f9d4e270fee81be86b44e7a72e431d4e.jpg

 

These planters also feel accessible but its not too problematic.

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20190804142509_1.jpg.4a63ffe6153bfdb37e10aab089f54597.jpg

 


Unaligned vertex I think.

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20190804142453_1.jpg.ee731265f06b2978a14b2d15f7efa02e.jpg

 

 

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      Two new asset releases!

      First up is Basalt. Sadly I can't release all of the assets as some of the nature stuff is from Megascans and can't be redistributed. Also only includes the assets I've made.


      https://www.dropbox.com/s/e86kdqwpvhhs5x6/Basalt.zip?dl=0

      Second one is assets I've made for Pitstop. A small release that includes some road and concrete trim textures, a bunch of sponsors and some skybox buildings that might be useful.


      https://www.dropbox.com/s/x6tn3b6nfo2u77d/Pitstop.zip?dl=0

      As always, free for non-commercial use with attribution. 
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