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[WIP/Freq. Updates] De_Exclusive


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Posted

De_Exclusive is my new map that I'm making to hopefully start something new. I've created maps in the past but I really wanna get this one right and be able to play it with friends without the worries of not playtesting it enough. The map will be receiving frequent updates if playtesting is still concurrent.

The whole map is situated around the middle, with a second-floor building branching to both bombsites. Each site has 3 entrances for the terrorists to go through, leaving plenty of options for Ts to take the site, but on the CT side, they have the high ground and can get in a good spot to wait for approaching Terrorists. The map may seem complicated, but I'm taking great lengths to try to make it as simple as possible, so you won't be confused in the firefight.

This should be played in Casual, Deathmatch, or Competitive. The map has not been tested with a 5v5 real game, so any feedback during these games is greatly appreciated.

Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1854237709

(Screenshots are not up-to-date, but the layout is pretty much the same) Please leave feedback down below or in the discussions tab on steam. Thank You!20190904193937_1.jpg.722cfefa23652accdd1a922e0259295e.jpg

B-Site

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Terrace (B-Site)

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B Entrance

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A-Site

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Walkway / Lower Mid

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Middle

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Wine Cellar

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T-Spawn

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Back of B-Site

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Fountain (Staging Area for A-Site)

  • 3 weeks later...
Posted
There is an update on the workshop for this map!
New Screenshots and a minimap
 
Patch Notes:
-More Texturing done for added final vision. (Graffiti, Wine Cellar, Palace, A-Site, CT, Dark, etc.)
-Removed Wallbang from Wine Cellar to Under balcony
-Changed the look of middle, from a clocktower to a ruined watchtower. (Done for the believability of the tour, and bring more nade strategy to the middle of the map)
-Changed Terrorist spawn to greater the timing to get to the site from T-Side
-Added Arrows pointing towards the site from Terrorist Spawn
-Removed Terrorist Spawn Window to block an early angle towards lower mid/walkway
-Widen T Door due to removal of the window, better for multiple players
-Fixed angle from Back of B to Arches
-Refined Arch models
-Added Models in Dark (Table and Door)
-Added some cover to T side ower mid
-Lighting Changes
-Lots of clipping done for getting ready for playtesting
-Tons of nodraw textures for better performance
-New Minimap!
-Added cover in middle for CTs

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