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linkinblak

[CS:GO] Bakery

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So yeah I was playtesting @El_Exodus 's map and I liked it a lot. So one night I couldn't sleep and I was thinking about his map so I gave him feedback, but an idea I had about mid was stuck in my mind.
So I went and did it in photoshop :

memez.jpg.bccb99fad2f38996407416b5ed071031.jpg

Then I was like "lol mapping is fun" so I used my designing skills to make this (as you can see I had to use my graphic tablet to make this polished layout)  (as you can also see I didn't have enough ideas to make B right away) : 

memezz.jpg.711de08550b0b4952e34864488bc80e1.jpg

Then I installed hammer and I made the map very thank you to TapHetWafulHere :

Mid (with inspired Exodus connector on the left)

midct.jpg.ac0a4622ec1b6b83da364194ab5c1f39.jpg

A :

A.jpg.1f8ee25f4deda0453cc7d5b195f2d836.jpgme are french and we like

B

B.jpg.af7c3b3979334464bf9ff1a8ab267947.jpg

My friends and I bread so I made it bread themed.

Radar : 

radar_bakery.jpg.4084b5289b807595528b2a576b2a346c.jpg

 

 

Presentation video :

 

 

Workshop link : https://steamcommunity.com/sharedfiles/filedetails/?id=1929067900

This map is not optimized at all. If you have feedback about layout I would love to hear it.

Edited by linkinblak
dds file removed, added screenshots

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Updaterino time !
Finally switched to TAR, it was tedious because of the way I started the map but anyway, it's done and it looks cool !
de_bakery_3_radar.jpg.e9cbb5599950e04bb2c7d890d1c5d8ad.jpg

 

I slightly modified a lot of stuff :

changed timings on mid and B

- added cover for t's on catwalk

- added cover for t's and a new line for ct's on B

- closed B tunnel

- added some textures for visibility

- changed underpass so it goes directly on A site

- opened a new "overview" line for t's in mid

- closed a ct line on mid to help t's to get in

 

I think the map is a good state now. Let's see what the playtest give me.

 

main.jpg.f30481df8ea46e55142762728f4ed961.jpg

 

A.jpg.a466b8aaa49cbd21432871b771872092.jpg

 

B.jpg.4d8398a2fe84b8ee7c6e75d27a8fdbde.jpg

 

Along.jpg.b365dc8a1f9dfce3b01517df0b0cb1d4.jpg

 

Workshop link : https://steamcommunity.com/sharedfiles/filedetails/?id=1929067900

Edited by linkinblak

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Presently you cannot do mid control in a traditional sense. If you're CT with an AWP, that works kinda but you will be flanked to death with ease. If you're a T in mid with an AWP defending a bomb plant, controlling mid seems pointless because you have no line of sight of the CT's rotating. 

Think about the dynamic of Dust2 doors and T spawn, if you can control the sight of that lane, you can make determinations about the enemy. 

Here is my suggestion: 4nw9KYR.jpg

I would delete that path because I think it makes mid too easy to flank, and it makes the path bellow it less useful. 

The orange box represents a bit more cover for the mid AWPer who could easily be shot in the side of the head from the other bombsite. 

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11 hours ago, zastels said:

Presently you cannot do mid control in a traditional sense. If you're CT with an AWP, that works kinda but you will be flanked to death with ease.

It might be stupid but I think being flanked as a CT holding mid when your team completely lost a bombsite if fine ?
When else are you gonna get flanked anyway ? You lost a third of the map, I think it's fine if you, as a defender should start worrying about it.

 

11 hours ago, zastels said:

If you're a T in mid with an AWP defending a bomb plant, controlling mid seems pointless because you have no line of sight of the CT's rotating. 

 

image.png.3cb34d3af6a9947eac8a4d182bf8f01f.png

 

screen.jpg.8f5f18b8ea0679a59f2aa464db2c5b78.jpg

There is actually a line of sight covering the safe, risky and the aggressive rotate from top mid.

I might have to think about deleting a path but I want to give incentive for Ts to take mid and push it for a split.

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Ah I didn't realize you had a sight there. 

When you use the term flank, I think you make a good point about that, but in my mind you're being flanked by a bullet from a distance away in this case, not so much up close by surprise. 

Just as an example, Dust2, Cache, Inferno, when a CT is flanked in mid, it is up close and personal. So this is why I was leaning towards a bit more cover with the small orange square. 

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Went for a shrinking of A and B routes to make it feel more like neutral zones that can be held by both teams.

Made timings more T favorable, I want to see the action happen close to the bombsites.

Haven't touched mid because I don't have any ideas on how to fix it, not sure if there is a problem with it though. Pretty sure the connectors to A and B should be changed in a way but I think I've fixed what made mid broken in the previous iterations already. Need to see how it plays out with real players, also now that A timings can be exploited by Ts to drop down it gives a new flank to mid that was not exploitable before.

screen.jpg.d0deef0316fc6ff4023eec58b57f6067.jpg

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de_bakery_26_radar.png.9d4ad714ea8c072187752e6eded88fb7.png

- added a catwalk from A to A short
- changed wall to wood on B long
- changed sniper visibility on B
- added cover for cts in mid
- narrowed mid
- added cover in lower mid
- changed A long to require a boost to peek from a second angle

 

image.png.41bc3aed9d1e847b3cb2cd6699d3b73d.png

catwalk.jpg.d30ec2f89901971cba2a5f065a38fbac.jpg

catwalk2.jpg.d295c7a13d02d6cf059e9777bf01a5b5.jpg

https://steamcommunity.com/sharedfiles/filedetails/?id=1929067900

 

If anyone has any advice, I think it's getting close to being the final layout before I go to texturing so if you have any though about that please share.

Still need to give love to spawns but I don't really know what to do because they're pretty useless areas as for just now. What if I deleted the top and bottom part of the map just to shrink it all and make every part of it be played?

Edited by linkinblak

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