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Long time no see! I finally got around to slap somewhat of a layout together, after not having my PC equipment due to moving country.

I wanted to keep the layout easy to read and learn, while at the same time, adding a few unique twists to it. Mid control should offer both teams with valuable information and options to attack/defend. I am still fiddling around with some of the timings, but I hope to upload the map to the workshop and have a playtest soon. For now, I leave you with some screenshots from the current state.

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Finally got time to finish up a playable version, which is uploaded to the workshop now: https://steamcommunity.com/sharedfiles/filedetails/?id=1862725633 - Feedback is highly appreciated! Let me know what you think. I hope to have time to schedule a playtest soon. Might make some few changes according to initial feedback first tho.

For now I'll leave you with some more recent screenshots:

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After the MapCore playtest it was clear that a bunch of changes needed to happen. Mid seemed to be a big problem because of misjudged timing. In addition a lot of the one-way drops that can be overcome with skill jumps seemed to disruptive to the flow. Furthermore people complained about A-Site a lot, so I gave it a complete overhaul. Time is running low, and I am worried about finishing this project in time. However I will try my best and keep going. Workshop update is still pending on approval, but here is some progress:

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Cheers

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More progress: This time I focused mainly on the bomb sites themselves since they felt a little boring and one-dimensional. I added a bunch of cover, especially more half-cover and added a bit of height variation to spice things up a little bit. I also started working on custom art assets, but those are still in heavy WIP. New version is available on the workshop if you'd like to check it out: https://steamcommunity.com/sharedfiles/filedetails/?id=1862725633

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4 hours ago, Tynnyri said:

Seems great but if you look at the ceiling it looks weak. Good way to notice these things is by flipping images horizontally. Adding some wear and tear, props and height change will bring it long way towards being more detailed.

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You dont really need much details on the ceiling. In fast paced games that are competitive all of the attention span goes towards crosshair level and below. Even in singleplayer games players tend to look below the crosshair level rather than above it.聽

Cool technique with flipping the screen but it wont help much with game like counter strike. You won't have anything that is strong on the ceiling like rugs or props are on the ground.

In my opinion this whole room lacks something dark at the bottom. A darker trim would help to bring the silhouette of the room, hence guiding the players.

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