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Posted (edited)

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
  • 1 month later...
Posted (edited)

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
  • 3 weeks later...
Posted
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.

Posted

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

  • 3 weeks later...
  • 2 weeks later...
  • 3 weeks later...
Posted (edited)

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
  • 2 weeks later...
Posted (edited)

de_bakery_33_radar.png.31b684d4ba4d6df6c14650355b4140b6.png

- changed A long
- made it longer for ts to go A long
- removed a ct path in B
- reworked CT backup and cover on A
- added an oven in B
- reworked the back of B site
- revamped T spawn
- added chickens
- radar color changed to match real bread more closely :D

And a few new screenshots for the workshop page

6.jpg.1032695e0ac8e01d3dfcd7e155df4cc7.jpg

2.jpg.504e7ae6a848a92d40e66badc07b3268.jpg

1599613445_Sanstitre-1.jpg.83c63dd9c7b5f7761d8411150db7a030.jpg

5.jpg.ae1ecf939703de4d9cb7f48654c04308.jpg

3.jpg.d947ecc863612baf4910ff3a8d41a27f.jpg

7.jpg.3c77d418496e62649448458326be8a50.jpg

Sorry for spamming with regular updates that nobody cares about but seeing the process and making everything seriously even tho it's my first map is part of the fun for me.

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

Edited by linkinblak

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