Shaddo Posted June 30, 2019 Report Posted June 30, 2019 (edited) GEFYRA Gefyra is a strategic position of the Mediterranean Sea and the terrorists want to take over the place. Coming from the sea with a strong equipped ship, they did not expect being discovered by the ops force... What will happen in the city when they arrive ? Map Link : https://steamcommunity.com/sharedfiles/filedetails/?id=1817698914 (Edit for Steam workshop test release) ----------------------------------------------------------------------------------------------------------------------------------------------- Yo ! Starting the mapcore contest. As others did, I am showing you some reference images. Spoiler Refs I know what layout I'm gonna work on but not showing it for the moment What do y'all think about the scenario ? See ya ! Edited July 28, 2019 by Shaddo (Edit for Steam workshop test release) moon, That50'sGuy and DutchCrazyGamer 3
Shaddo Posted July 1, 2019 Author Report Posted July 1, 2019 Looks like a T spawn... Spoiler But what's on the right ?
Karthoum Posted July 1, 2019 Report Posted July 1, 2019 Nice choice with a huge potential for a unique layout. Is this mostly based on Corfu by any chance?
Shaddo Posted July 2, 2019 Author Report Posted July 2, 2019 8 hours ago, Karthoum said: Nice choice with a huge potential for a unique layout. Is this mostly based on Corfu by any chance? Hey thanks ! Nope this is a small island near the Peloponese in Greece => search Monemvasia :D I want to create a unique mechanic for this map (*surprise*) as it will probably be a map smaller than usual. The map will have an important height difference as you'll see on the pictures, from T to CT spawn ^^ Karthoum 1
Shaddo Posted July 2, 2019 Author Report Posted July 2, 2019 I really like details but is that line for awp a bit too small ? Spoiler
Karthoum Posted July 2, 2019 Report Posted July 2, 2019 Depends how far it reaches (which would affect how easily smokeable it is) and if it's a really vital spot. Remember that it was a thing in 1.6 for DUST2 T spawn to have a small peek hole. Shaddo 1
Shaddo Posted July 2, 2019 Author Report Posted July 2, 2019 50 minutes ago, Karthoum said: Depends how far it reaches (which would affect how easily smokeable it is) and if it's a really vital spot. Remember that it was a thing in 1.6 for DUST2 T spawn to have a small peek hole. Thanks ! As far as I am, this point is not that vital. I'll keep it for play test and see if I it is truly playable. I'll post screenshot ingame so that we can clearly see it size. Regarding the smokes, the point will probably be out of range for T as they are below CT for grenades. However, this point is reached by both teams approximately at the same time which is something I absolutely want to keep. Thanks for your advice ! Karthoum 1
Shaddo Posted July 2, 2019 Author Report Posted July 2, 2019 Spoiler Awp line - I think it is enough - I'll have to be careful with that line.
Shaddo Posted July 5, 2019 Author Report Posted July 5, 2019 (edited) So I've been working on the layout of B site and I am currently working on adding fake props (cubes you know...) For the moment, I only have these screenshots: Spoiler > As the B site will probably be T sided, I will add boxes advantaging CTs. For the moment I plan to leave the area empty to force map control (smokes will be usefull). >The underpass will have a "grid" acess so that smoke will probably pass through the floor (Nodraw area for the time being) >The ladder near the terrorist is temporary as I don't know for the moment if this are is over powered. I decided to set a huge case so that T need to be precise on their jump if they want to do it in one go. > The stairs area to underpass connect to a boost for CT. If that third path (for T) is too complicated and offers to many options, I will just exchange positions so that it will be possible to take stairs with a boost or going back to T entry on B site. W.I.P see ya --------------------------------- Update --------------------------------- Ok so site B as changed a little bit. the path is way simpler to follow and choke point are really distinct. I took some screenshots of the CT positions when they arrive on B from CT and from short. Spoiler This is the view from underpass: Spoiler Edited July 6, 2019 by Shaddo Update
Shaddo Posted July 8, 2019 Author Report Posted July 8, 2019 Some news ! I don't if you've seen the update of my last post but anyway, I've been working on the mid section. The radar has been updated for B aswell but I the underpass section not working for the moment, soon... Spoiler For the moement, B is really fun even with some bot. Now working on A :D Freaky_Banana and Karthoum 1 1
Shaddo Posted July 12, 2019 Author Report Posted July 12, 2019 On 7/11/2019 at 9:56 AM, moon said: can i see the link? Hey ! No link for the moment, I prefer to get a clean test A site first (B is finish), it is coming soon
Shaddo Posted July 12, 2019 Author Report Posted July 12, 2019 (edited) Mid is done, focusing on A now Spoiler Edited July 12, 2019 by Shaddo moon and Vanx 1 1
Shaddo Posted July 20, 2019 Author Report Posted July 20, 2019 (edited) Ok guys ! Huge work on A since last time ! The CT spawn is near the ladder and the T spawn is on the sea. What do you think ? I plan to add an acess from apps T sided. The view on the first picture is from above CT and this area won't be acessible but I wanted to make a light shaft to indicate a "subliminal" path to A. The path is really easy to follow and positions are really clean even when someone has never seen the map. I tried to make it really natural. Spoiler 3 Map on steam will come soon, I'm just finishing clipping See you ! Edited July 20, 2019 by Shaddo Editing pictures sir goober and moon 2
moon Posted July 26, 2019 Report Posted July 26, 2019 On 7/12/2019 at 10:48 PM, Shaddo said: Hey ! No link for the moment, I prefer to get a clean test A site first (B is finish), it is coming soon Im waiting
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