Byron Posted April 21, 2020 Report Posted April 21, 2020 (edited) Aztec Remake | Version 1.0 Description This is first and foremost a gameplay remake of aztec. Visuals will be better, but similar to old aztec, just like how valve remade vertigo. The aim of the project is to get the layout of Aztec to a stage where it is competitively viable. The layout has had an almost complete overhaul. The bombsites and spawn positions are somewhat the same as previously (Terrorist spawn is quite different), however the passages between them, whislt feeling familiar, are entirely different. Feedback at this stage would help a lot, as I never got a lot of time to play Aztec myself, so if there is anything you feel is important to the map that I've left out, let me know, as well as any general feedback for the new layout. Thanks to @ElectroSheep for allowing me to use assets from de_ruins! Note: Any decoration currently in the map is placeholder and purely for navigation purposes. Do not judge the map on it's looks as this version is focused on perfecting the gameplay and layout. Change Log Version 1 - Completely overhauled A site, now takes place inside Aztec pyramid, with the site itself raised, with a lot more cover - Replaced the main A route with a raised route coming onto the side of the site - Overpass and double doors has been replaced by series of corridors, leading both to B site and to Mid, with a window overlooking B - Split water different areas, seperating under B, underpass and under bridge into 3 seperate areas - Extended B site towards water, shifted the walkway from water to wrap around to the other side, general cover rework - Moved T spawn to come out into sewers, removed a lot of wasted space in T spawn - Added a connector between A side of bridge and courtyard, which connects to water, replacing the old stairs from water - CT side of bridge has most cover removed and has a rotating door into the new connector - Added more cover in Mid - Removed Mid / Dark connection, Dark now has a staircase to lower B - Reworked CT, now should have slightly quicker rotates, and has a better view to A site - General Tidying - Swapped A and B (I've refered to their old names in the change log) Version 1.1 - Added door from CT to top mid - Replaced door with normal hallway between dark and side hall - Lowered barrier around B site and tweaked cover - Added more cover in water to protect your feet from bridge - Changed doors from A main to window to block view into mid - Reworked cover in mid to block view from the openable door to the raised platform - Radar Update Version 1.2 - Changed bridge to old model - Added a ladder from Water to T side Bridge, with cover added as well - Reworked cover on both sides of bridge - Blocked view from under bridge to T spawn - Big cover changes to A site - Mid to CT door replaced with hut and crawlspace - Minor changes in Mid - Added a way to access mid from A site via a jump - Added models and textures to some areas to improve navigation Links Imgur Album Workshop (May be outdated, awaiting workshop confirmation) Radar Images Spoiler Pictures Spoiler A Site Middle CT Spawn Bridge CT Side T Side New Connector, connects to Water, Mid and has a door to CT side of Bridge B Site T Spawn Water T Side A site side Edited April 27, 2020 by Byron Gawshaark 1 Quote
text_fish Posted April 21, 2020 Report Posted April 21, 2020 The overview shows some interesting ideas. I tried my hand at "fixing" Aztec a few years ago by switching which side of the map the teams spawn on (and obvs shifting the bombsites respectively), which proved a fun experiment but didn't really fix anything. Your changes look a lot better considered. The main thing I always loved about Aztec were the battles across bridge, so I hope your timings still preserve that. Byron 1 Quote
Byron Posted April 21, 2020 Author Report Posted April 21, 2020 13 minutes ago, text_fish said: I always loved about Aztec were the battles across bridge, so I hope your timings still preserve that. Right now Ts get to their end of the bridge 1 second before CTs, compared to old Aztec where CTs had a 1 second headstart. Will see how the current version plays, but changing timings is obviously still on the table Quote
Byron Posted April 22, 2020 Author Report Posted April 22, 2020 (edited) Version 1.1 - Added door from CT to top mid - Replaced door with normal hallway between dark and side hall - Lowered barrier around B site and tweaked cover - Added more cover in water to protect your feet from bridge - Changed doors from A main to window to block view into mid - Reworked cover in mid to block view from the openable door to the raised platform - Radar Update Spoiler Upper Radar : Lower Radar Edited April 22, 2020 by Byron text_fish and Interfearance 2 Quote
Byron Posted April 24, 2020 Author Report Posted April 24, 2020 Edited images in first post to reflect these changes. Note: Any decoration currently in the map is purely for navigation purposes. Do not judge the map on it's looks as this version is purely focus on perfecting the gameplay and layout. Version 1.2 - Changed bridge to old model - Added a ladder from Water to T side Bridge, with cover added as well - Reworked cover on both sides of bridge - Blocked view from under bridge to T spawn - Big cover changes to A site - Mid to CT door replaced with hut and crawlspace - Minor changes in Mid - Added a way to access mid from A site via a jump - Added models and textures to some areas to improve navigation Interfearance 1 Quote
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