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NikiOo

[CS:GO] Gust II

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Three days after the news of the meteor, a research team had already been sent on location to sample the alien rock. The samples were loaded into the truck. All they had to do was wait out the storm. But then came the Cthulhu lunatics proclaiming that the rock belonged to them. They had heard about the great rock that fell out of the sky and bedded itself in the cave within the snowy mountain, leaving a gaping hole in the vertical cliff side. A spec ops team was sent to the location of the crash-site to protect the rock and the van with the scientists. They were trapped in there, surrounded by the storm, while the cultists were closing in on them from the south. It was a dire situation. Some would say unreasonable. But the only way out was the way of the gun. For their assailants were about to break through the thin veil of ice, concealing the fragile scientific equipment, and bring the storm with them.

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It was beyond nature, this gleaming red abomination.

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It's appearance so mystical and absurd as to bring it's observer to sheer lunacy.

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Dr. Muego, Bastir and Fallace lay trapped beneath the ice cape. They sat inside the cold van, admiring the unfathomable substance they'd sampled from the rock.

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Bastir had laid a ladder on the East side of the cave in case they had to climb out running for their lives. Outside was unforgiving wind. You couldn't hear a helicopter outside, let alone the footsteps of a horde of fanatics... But their arrival was imminent nonetheless. 

What will happen to our Bastir, Fallace and Dr. Muege? Will the spec ops team manage to fight their way out in this terrible storm? Find out in the next issue of Gust - The Graphic Novel.

This issue contains a special poster - an overview of the surroundings of the crash-site, which can be found below:

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Edited by NikiOo

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Here's a quick update with some changes...

I've added a second pathway for Ts to go towards B, which connects to the other side of the main one, so they don't have to expose themselves to the long sightline through the two bomb sites if they don't want to:

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The height difference in bombsite A has been decreased to 320 (as much as nuke upper rafters on A). Also one of the entries from CT spawn has been raised to give the CTs a higher vantage point towards upper T entrance, and at the same time provide more cover in the site for afterplant:

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I've also added a flying sign in both spawns spelling "Breakable Ice!" to indicate to players that the ice is breakable. There is also a floating block of ice beneath the sign, but it is...well broken:

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Don't mind the darkness, this is another one of the unique features of the map. Both teams have equal access to it so it's fair. If you've noticed the new crate I've added in the screenshot above then congratulations! You really are quite perceptive. You are set to succeed in this map. Not everyone is. This map is not for the faint-hearted.

Some people expressed disconcern with the bombsites being so close:

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I don't think there's anything fundamentally wrong with that. It just isn't seen very often. I believe that if done correctly, it can make for an interesting fast-paced map with a lot of flanking and wide range of possible strategies.

Another big change is the closing of the T entrance to middle, which was previously open to CT spawn:

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I realized that I couldn't make it work the way I wanted it to as it was before, so I just closed it off. I also added a crate so it can remind people of playing Cashe's A main as a T, which will inevitably make them feel comfortable and 'safe'. This is very much necessary since the rest of the map is ridiculously stupid. I am planning on having cracks in the ice floor in T spawn (like the ones in de_survivor) where you can fall and die if you are not perceptive enough (but you found that crate in the dark screenshot so you don't have to worry about that).

Now onto B site... Did I say quick update? Forget it. I just like to write, okay! Here's the new B site:

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I didn't really like the T entrance to B the way it was before so I completely reworked the angles. This time around I've flattened the ground across the entire bomb site so players can feel safe and secure and confident that they won't have to move their lazy arm vertically. Or at least they can rest the muscles required for vertical aiming so they'll be more prepared for the extreme height variations around A. See this is what I call good map design. You need to have balance. If you are taking risks with one area of the map, you need to make the other one play like a generic aim map. You can't suddenly introduce height variation in all areas of your map. That would be like taking a dog out of it's natural habitat and putting it out in the streets expecting it won't get lime disease. Or like taking a hunter gatherer and sitting him down on a computer to make CS:GO maps while you deliver him the same food he'd otherwise go hunting for, and expect him not to get fat. Of course he will get fat. The CS:GO player's wrist is the product of decades of evolution through random mutation and natural selection. You need to respect that process of evolution and treat your patients with caution.

Speaking of caution, I've elevated the pathway to the ladder and given it a nice tall wall to protect it from CT sightline from B site:

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The map is gonna be set in a glacier by the way, next to some rock hills perhaps.

I'll update the workshop link tomorrow.

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I did some more testing on the map and I came to the conclusion that bombsite A was a bit too exposed to the upper entrances so I redesigned the layout of the site. It's now an arctic convoy:

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There is now a lot more cover to play around and several places to defend from around the outskirts of the bombsite. The way it was previously the only spot Ts could defend from in an after-plant was from CT spawn, unless they had someone covering them from upper.

I checked the size of the map and right now the playable area takes up roughly as much as Nuke does. I don't know if it might still be a bit too small.

I'll update the workshop asap.

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