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[CS:GO] Nero (wingman)


Rump3L

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A map with a historical monument set in Italy. Experimental project for wingman, but also 3v3, 4v4 & 5v5.

 

Workshop link

 

Here's  the map overview

Spoiler

-- RADAR --

raw.png.e662a127d92d3c3b81338bcd6b5abb40.png

 

 

And now some images

Spoiler

 

 

Bombsite A statue (would be awesome to have a nero statue there later on)

20190629002130_1.thumb.jpg.10b0ebba40b10d4f97dc92e64d8939fe.jpg

 

 

T route towards straight alley

20190629001635_1.thumb.jpg.81e3eb888ecd9e92305510b9b5cf1074.jpg

 

20190629001733_1.thumb.jpg.79effbe15756466db8427a9e35f0cd28.jpg

 

 

Squeaky (mid to straight alley connector)

20190629002649_1.thumb.jpg.07b5df432803d0bbf255da2892b96aba.jpg

 

 

T route curved alley

20190629003237_1.thumb.jpg.46f0aa196b4ab5c0890bd7c13c04b3b0.jpg

 

 

 

All images on imgur album

 

To Do's

  • fiddling around with map's cover, maybe tightening up some places a bit
  • transform detailed brushwork placeholder types into models/model
  • wiring, antennas etc. related props layer
  • further optimisation
  • texturing
  • dirtyness & lightning
  • 3D skybox (and skybox texture perhaps)

 

 

Feedback gladly appreciated :)

Edited by Rump3L
new WS link..
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Great looking greybox!
I got a few points of feedback, but this may not be legit, since I never played the map and base this on looking at your overview. 
I think its better if T spawn is more centered, so the paths take more or less the same time to get to the site. 
Right now the path to the left is super fast, while the path to the right (going up) takes twice as long.
 
Not sure how to explain this, but the layout feels counter intuitive to me as the options for T gets limited when they progress trough the map.
In a wingman map like this I would personally do it the way arround, expand T's options when they reach more map control.
In that case, CT will get invited to push the chokepoints and try to limit T's options, but also taking more risk, by leaving the bombsite empty. 
Right now I would rather stay on site as a CT and have one guy defending the right side where two paths get together and have one guy defend the left side where basicly two paths come together in one chokepoint. 

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  • 4 weeks later...

 

NEW WORKSHOP LINK

 

Quite a few stuff were added and tweaked opposed to the initial version posted here. Some places were too open and empty, exposing too many angles or being fully vertically disconnected from below (f.e. the bridge "cat" without potential boosts). The layout did not change much, however certain areas were given some variability and depth. Detailed info in change-log on the workshop page.

 

 

New and improved radar (additional illustration of all possible spawns atm for the sake of this report)

wm_nero94_radar_mapcore.png.fe89479909d8280061067ab368654e92.png

 

 

 

IMGs showing some of the applied changes

Spoiler

 

 

For the fun of it, I had an idea of some callouts (beware, some are just made up and not present in the standard names list)

wm_nero94_radar_callouts.png.6738970e53e93f2748a14c4326c4a205.png

 

POV  'opening'

20190729164436_1.thumb.jpg.0c0b99cb7f4ccbf50194b530f370e1a2.jpg

 

 

POV  'embassy'

20190729164521_1.thumb.jpg.2fdcf05d4b08608a79f5e7404c20f1cc.jpg

 

 

POV  'goose'

20190729164645_1.thumb.jpg.8abe5dd9d9acf1b7952b7b3206dc3ca7.jpg

 

 

POV  'stairnana'

20190729164736_1.thumb.jpg.141e2d15c2bfc17225673b9f09e7156d.jpg

 

 

So far I'm enjoying this and hope you do aswell

 

Edited by Rump3L
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