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Cut down some props for the playtest, and a few other minor tweaks. I'll remake B site looks tomorrow, which will be the final thing done to this map before the playtest.

Sorry if the marked radar is confusing, I'm not good at these types of things lol.


And I'm pretty sure the CT sight line at mid is a bit problematic, as it gives CTs quite a bit of mid control, as well as the ability to pick Ts off, off the bat, which I'm pretty sure shouldn't be the case.


Edited by DeadKnife
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Playtest was successful. It was fun, but also CT sided, mainly because of the long sightlines.


Removed long sightlines at both A and B entrances

Pushed Ts back

Removed Control Room, as it was too OP

Added more cover to B site

Made the map slowly flood if the bomb detonates

Other small improvements


Mid will be redone in the next update, as it's still very awkward for CTs that decide to rush there.


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So I made lots and lots of small improvements and not going to list them all.

Made more areas where you can see outside.

Made different color floors in different 'zones'

Didn't drastically change mid so far.

Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1783407163

Submarine at B20190726205456_1.jpg.afbfc7985820c21ce1c2d54443fed683.jpg

Area to look outside


CT Spawn (currently kinda bare)



Mid (bright right now but I'm lazy)20190726205545_1.jpg.ac32bb4239d687241eaf3318972c8576.jpg

T Spawn






Edited by DeadKnife
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More overall small improvements and clipping. Mid wall at T has been replaced with boxes, and an experimental CT Heaven has been added. I also scheduled a playtest to test out all the new things and see if they work or not. Also, marked plant zones?

Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1783407163

Full album: https://imgur.com/a/xbznWwG





T Spawn


Mid, from T side










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  • DeadKnife changed the title to Submerged

Many layout changes based on feedback from the playtest. There's still a lot to do but I thought I'd show you all how it's all going. I am also beginning to make the theme more apparent and making the player feel as if they're playing on a level set underwater, not some boxy rooms with sand outside. But for now it is boxy rooms with boring sand outside ? 

Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=1783407163&revision=1



Tunnel looking out into the ocean (there's another one next to it, unfortunately they have to be blocked off by an ugly wall, because of the annoyance of being able to see your enemy but not shoot them.):






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  • 3 weeks later...

It's been a long time since my last post, mostly cause of playtest delays, but it finally happened on the 2nd. I've been working since on layout changes and small improvements. Still quite a bit to go before another playtest but I want to share since it's been so long.

Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1783407163




  • Removed double sliding doors at A
  • Made one of the CT entrances to A wider
  • Mid-T-ish to A Main connector remade into a proper Mid to A Main
  • Removed Ladder at Mid to B Main
  • Lengthened Mid to A connector
  • Changed all lights into nice, non-obstructing floor lights
  • Pushed CTs back since they got everywhere quickly
  • Many other small changes that all contribute to the quality of the map










CT (still bland, really have to do something here soon)








Edited by DeadKnife
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  • 2 weeks later...
On 7/15/2019 at 5:59 PM, Interfearance said:

It might get in the way of game play preventing you from getting more useful feedback. Also you know you can make your own cover with brushes instead of letting valve's props shape your level's game play.

Agreed, I would love to see this map become less of a crate-fest.

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