DeadKnife Posted June 23, 2019 Report Posted June 23, 2019 I'm thinking of a map set in a submarine. Could be either defusal or hostage. mr.P 1
DeadKnife Posted June 24, 2019 Author Report Posted June 24, 2019 First Layout Concept. Doesn't exactly look like a submarine, but a CS:GO map set in a few long corridors is pretty boring. We can say It's a futuristic submarine, with all the space anyone ever wants. MadsenFK, KlixX and El_Exodus 3
Mildly Anxious Posted June 24, 2019 Report Posted June 24, 2019 (edited) may be a little complex. Try to cut unnessesary routes. Edited June 24, 2019 by JonyDrake DutchCrazyGamer 1
DeadKnife Posted June 25, 2019 Author Report Posted June 25, 2019 A little update, but still more complexity. I know that I need to cut out some routes but not sure which right now. That50'sGuy 1
Wintrius Posted June 25, 2019 Report Posted June 25, 2019 Try not to overindulge in narrow corridors. They aren't typically very good in gameplay. After you've cut down what paths you're still using and simplified the map, stretch out all of the halls and give them some unique aspects. DutchCrazyGamer and ynel 2
DeadKnife Posted June 26, 2019 Author Report Posted June 26, 2019 Removed T catwalk as it was unnecessary and basically one way. You'd have to go through T spawn to rotate. So I decided to cut it out, both for gameplay and simplicity. Widened some corridors, but a few more still need to be widened. Bombsite B Concept: "Engine 1" (There is 2 just for logic. Second one not shown on map though.) CSGOContestMapBConcept.mp4
DeadKnife Posted June 26, 2019 Author Report Posted June 26, 2019 Minor changes and a very little bit of cover added. More cover will be added soon. And an idea I got: Since this is exotic places and gameplay, what if I added a centralized buyzone for both teams an equal distance apart? Thoughts?
Apeyou Posted June 27, 2019 Report Posted June 27, 2019 Cool idea, but like Wintrius said, corridors are way too narrow. Try to widen them up a bit ynel 1
DeadKnife Posted June 28, 2019 Author Report Posted June 28, 2019 More props added and improvements. Also first workshop release: https://steamcommunity.com/sharedfiles/filedetails/?id=1783407163
DeadKnife Posted June 30, 2019 Author Report Posted June 30, 2019 Workshop update: https://steamcommunity.com/sharedfiles/filedetails/?id=1783407163 Changes: More props and cover added. Replaced all lights with red, much like a real submarine in deep waters. Not too red though, as we still need to see where to shoot. Also, two details at both spawns. Ts have an emergency minisub, and CTs have an armory.
DeadKnife Posted June 30, 2019 Author Report Posted June 30, 2019 Created an album: https://imgur.com/gallery/Ste4lKu and scheduled a playtest.
DeadKnife Posted July 3, 2019 Author Report Posted July 3, 2019 (edited) Changes: Added More Props. Added an extra route at A so there's more freedom in rushing/retreating. Shifted a few places around and widened a corridor. Play the Updated version here: https://steamcommunity.com/sharedfiles/filedetails/?id=1783407163 Edited July 3, 2019 by DeadKnife Forgot Workshop Link
JackT Posted July 3, 2019 Report Posted July 3, 2019 Make rooms, not corridors. There's no negative space for players to set up executes. DutchCrazyGamer, mtchromatic, ynel and 1 other 4
CommonCrayon Posted July 3, 2019 Report Posted July 3, 2019 This is gonna be fun. I love tight corridors with no space, no cover and long sightlines. This map is pretty unique as it shifts away from the typical standard corridor maps we see a lot now days. KlixX, JackT and Karthoum 3
Recommended Posts