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If you haven't already it would be a good idea to playtest this before moving to the next phase.

Good luck!

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- 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







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

Here's a list of changes that happenned in chronological order.

- 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


- changed A long
- removed a path in B site
- reworked CT backup and cover on A
- made it longer for ts to go A long
- 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


- new path for t in B
- removed A short
- new opening in A long
- added a catwalk topmid for ts
- removed new B long but added some cover for Ts to control
- added a balcony T spawn
- changed the navigation at A long in the garage
- widened catwalk on A
- changed the big cover on A
- removed the underpass on CT to make it an "upperpass"
- removed quick CT to B connector route
- added a door + hallway that goes from B to B con as a way to go around the B con smoke

Thanks Marloncha for the suggestions.

- re-added second B route but as the main route this time
- short B route will require some jumping
- moved back T spawn by quite a lot
- removed ability to boost Ts on the platfort A long
- reworked A long so then angles changed, it's now longer, takes a part of the site itself
- added an mini-catwalk along the whole A long




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

- Moved a lot of things
- Map should be better
- Moved the A apps to B
- Remade A routes
- Changed mid secondary path
- Opened B connector to CT
- Closed T spawn A entrance to mid
- Temporary version uploaded for feedback purposes


If anyone has feedback of any sort I'd gladly take it. I'm still focused on layout. I know both spawns are pretty bland for now and the multiple stairs leading to the B apps are stupid, if you have any suggestions to fix that pls go ahead.

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Quite big update again.
Most important thing is I widened the whole map to make rotations longer. It didn't make the rotations that longer but still a bit, I also got the B connector closer to the T side so they can sneak in and it delays the fast CT rotate.

Patchnote : 
- move t spawn to change timing
- changed lower A to dissuade CTs from pushing
- added a corner A long for CTs to peek bridge
- added a window to flash mid
- added beer tap for cover in B apps
- cleared thosed stupid stairs B apps
- removed sniper angle
- new cover B main

I'm really needing feedback, I feel like the layout is getting better and better but there's so much new stuff I might completely misreading it.
A lot of things are still pretty connected but more on T side of things. 




Edited by linkinblak

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Huge update again.

A : - long and short drastically changed.
- the high/low path is gone
- there is now one entrance for each path
- new path that goes from A long to CT spawn allowing attacking flanks and defensive options

B : - entrance is now only the café, there's not only a window and a door to go out on B as T.
- site changed a lot, oven is in the middle of the site to be blown up
- B long is gone, now links into the café

Mid : - connector from mid to A is gone
- bakery has been closed to simplify mid layout
- lower part is now without a drop allowing CTs to go for aggressive peeks

CT spawn is has now more cover.


I still need feedback. If anyone has comments about the map I'd gladly read it.

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This update is about simplifying areas, or what I called in the patchnote 1.6ify them.
After an overhaul of the routes, to fit the map into a more classic layout, I thought I had made it simple enough but a guy gave me the feedback I've been having for months on all the version, so it wasn't enough. So while keeping the areas to work as they are already, I started removing cover, simplifying walls, removing small stuff here and there. I also did a big rework to how T approach the B site to make is less messy. They now have two very clear entrances, a lower one and one from a balcony that they have to make noise to get into.
I'm pretty proud of the "saloon doors" because they work almost as real ones and they add sound cue of people's position.
The entire area leading to A is now a big one way gameplay loop where people can go from A long to A short with a skill jump but not the other way around.

There are still issues and potential improvements that are probably obvious to more experienced mappers out there that I'm unaware and completely clueless about right now. I've iterated so much on this level that it's hard for me to take a step back and have a fresh view on things. I'm still having a lot of fun doing this, but seeing other people's map evolve (refering fewseb's Turbine here) made me realise how far I was from a correct layout yet. I still think it's decent enough that I could start doing art now, maybe a playtest will help me take that decision.

Anyway here's some screenshots









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

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