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Hey here's some of our progress. The map is coming along nicely and hopefully it will be in a playable state by the deadline 😅 A sizable part of the map is still fully greyboxed so we're working t

It was a bit of a struggle, but finally there is a playable graybox! I requested a Mapcore playtest for thursday 27 june.  Check it out on the workshop:  new workshop link: https://steamcommunity.

Anubis was a long and time-consuming project, but time flew as it was a lot of fun to work on with my teammates @jd40 and @jakuza who did an amazing job! I think we can be proud of what we reached s

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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!

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

Edited by Roald
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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:

Tighten up midle canal, oh and weapons/bomb now 'float':

New B bombsite and CT spawn:

New T spawn, moved forward on the road:

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.




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.




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.




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




These planters also feel accessible but its not too problematic.




Unaligned vertex I think.





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