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Roald

[Wingman] Paro

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19 minutes ago, Interfearance said:

I always wondered why nobody used 2 hostage rescues. It solves a big rescue zone camping problem with most hostage maps.

exactly the reason why there are two ;)聽just cs:go only support one hostage rescue zone radar icon

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I had two playtests, the outcome is
-聽The hostage room is super focused on the cliff side and disconnect from the upper side of the map
- The Ts can flank the CTs in the hostage room way too easy

To fix these issues
-聽I reduced some paths arround the hostage room and put them in CTs favor, making the 'circulation paths' be longer so its less of a cat and mouse game聽
- Allowed Ts to flank to get to the hostage room by either side, BUT they now have to push far out, expose themself and face risky chokepoints. Each flank route will also allow CTs to carry the hostage more directly and safely to the HR zones.聽

This will probably mean Ts will play a bit more back, giving CTs control of the hostage most of the time and hopefully give them a better oppertunity to carry the hostage to either HR zone. Stragetic wise a CT could always have one player get the hostage and have the other cover/clear one side of the map to clear the way for his teammate.聽

Blocked the tunnel to Cliff:聽
poIOVtL.jpg

Removed the hole to cliff and added a jumbable window instead, also moved squeaky to the CT entrance to have a soundclue
IGpjsxC.jpg

Squaky door on mid is gone
Qbcuz87.jpg

New hostage room, being bigger and having the drop down straight into the tunnel and a ladder to get back
Lt9fhei.jpg

Other end of the tunnel
yLZZvcc.jpg

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On 6/9/2020 at 7:53 PM, Roald said:

Tiger's Nest Temple (Taktshang)

Hopefully you'll be able to nail this theme, because in the years I've been doing projects聽I've seen countless mappers come up with the proposition of designing that specific temple into CS:GO, and none of them ever made it anywhere聽馃槢聽However, since you've worked on Anubis I have no doubts this project will finally be able to put that inspiration to rest!

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So far this map and Extraction were on the wtf-levels of visual completion, so I鈥檓 pretty sure these maps will make it to the top-3. Can鈥檛 speak for gameplay, as I鈥檝e recently moved and don鈥檛 have the PC installed yet, but... good luck! 馃槈

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On 9/30/2020 at 10:11 AM, jakuza said:

Got this done just in the nick of time. I guess this is the rough draft, since the map contains basically no detail as it is. But it was a fun project and worth the crunch.

Pics below:

Reveal hidden contents

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Thanks @Roald聽for making such a cool graybox. And good luck to everyone in the contest!

I've got an old DE_ layout based on Monastery's style (from 2015 or around that time) that I'd like to revive, would it be possible to use the assets from this to help me along the way?
Full creator credits and so on included, I'll be (re)modelling my own assets as well.

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