Pawlu Posted January 20, 2021 Report Share Posted January 20, 2021 (edited) Hello everyone! I'm starting on a small project called Armstrong after I visited Fort Rinella a few days ago. The names itself comes from the name of the 100 ton gun, the Armstrong 100 Ton Gun which is also the main target separatists are trying to blow up. I would say 90-95% of the map is based off of the actual fort itself. Spoiler Edited January 21, 2021 by Pawlu blackdog 1 Quote Link to comment Share on other sites More sharing options...
blackdog Posted January 21, 2021 Report Share Posted January 21, 2021 I had another window in front of the post while it was loading, but as soon as I saw the cannon I knew what this was about: I've been to Malta and fort Rinella a few years ago on a holiday! Great to hear they are open, I had wondered sometime back if places like this, which seemed in dire need of constant stream of visitors, was struggling because of the pandemic. With the horses they look after, it would be sad if they couldn't get cashflow. Are they still doing the weapon demonstration? My gf shot the cannon and I shot the winchester type of rifle Keen to see what you come up with! I had thought back to the fort and tried to think how to make it work as a de_ map, but that was before Wingman existed and for some reason didn't think about it when I tried to come up with Wingman maps ideas. Atm it's hard to judge your sketch as it's unclear where the paths are, if you can use some colour or even just fill in non-walkable areas it would help people giving feedback. Pawlu 1 Quote Link to comment Share on other sites More sharing options...
Pawlu Posted January 21, 2021 Author Report Share Posted January 21, 2021 (edited) 52 minutes ago, blackdog said: Are they still doing the weapon demonstration? My gf shot the cannon and I shot the winchester type of rifle Whilst I didn't get to shoot one I did however hold one not only that but I also got to see two tanks, A Matilda and a Stuart tank. They were used by the Australian Armoured Divison, the bear the insignia of a crocodile and a palm tree. Spoiler 52 minutes ago, blackdog said: Atm it's hard to judge your sketch as it's unclear where the paths are, if you can use some colour or even just fill in non-walkable areas it would help people giving feedback. I've edited the map I have attached by changing the white with a very light grey to represent pathways, The Dark grey is meant to represent doorways that are underground or areas you can acces but they are covered up like the bridge. The box at tunnels Is meant to be a hole where Ts drop down to reach the pump room. Green is meant to be Spawns, Orange is the Site, White is any non-accessible area and black is the walls . [NOTE: The left side of bridge is non accessible. Edited January 21, 2021 by Pawlu blackdog 1 Quote Link to comment Share on other sites More sharing options...
blackdog Posted January 21, 2021 Report Share Posted January 21, 2021 I like the tunnel solution, for the rest I would only advise not to try and replicate too faithfully because it's flat and tight, which doesn't make for great CS gameplay. You don't want players to only engage in an aim shootout, utilities need to be useful and also counter-able. Tight spaces would cause smokes to make it unplayable and make it about gambling when to push through, and atm they seem to be long corridors. It also looks like that CT could just stay put within the site and cross their fire to kill whomever peeks... which is exactly how forts were designed for, but is not that fun. Probably I'm stating the obvious, but you need to ensure Ts can use utility to flush them out of there. You might want to consider having two exits for the tunnel, because sounds like you have a one-way drop in there, so once the Ts commit to that, they can be easily held back from the pump room dropping molotov and smokes once CTs know they are in there. I can see that side of the map like apps in Inferno, which has two exits in Boiler and Balcony. Pawlu 1 Quote Link to comment Share on other sites More sharing options...
Pawlu Posted January 21, 2021 Author Report Share Posted January 21, 2021 (edited) On 1/21/2021 at 3:01 PM, blackdog said: I like the tunnel solution, for the rest I would only advise not to try and replicate too faithfully because it's flat and tight, which doesn't make for great CS gameplay. You don't want players to only engage in an aim shootout, utilities need to be useful and also counter-able. Tight spaces would cause smokes to make it unplayable and make it about gambling when to push through, and atm they seem to be long corridors. It also looks like that CT could just stay put within the site and cross their fire to kill whomever peeks... which is exactly how forts were designed for, but is not that fun. Probably I'm stating the obvious, but you need to ensure Ts can use utility to flush them out of there. You might want to consider having two exits for the tunnel, because sounds like you have a one-way drop in there, so once the Ts commit to that, they can be easily held back from the pump room dropping molotov and smokes once CTs know they are in there. I can see that side of the map like apps in Inferno, which has two exits in Boiler and Balcony. One idea I have would be to allow Ts to lob grenades into the windows of muesum and also let them throw nades into the court yard of the fort. As for Tunnels I am thinking of adding a passage which takes you up to the Courtyard in front of CT Spawn Edited January 22, 2021 by Pawlu Added a new Layout map drawing further explaining what is to come in the map blackdog 1 Quote Link to comment Share on other sites More sharing options...
Pawlu Posted January 30, 2021 Author Report Share Posted January 30, 2021 (edited) Finally got to actually blocking out the map, I've also made an early playable version; https://steamcommunity.com/sharedfiles/filedetails/?id=2379011416 T Spawn Doorway into the fort Moat Museum Courtyard Bombsite Edited January 30, 2021 by Pawlu Quote Link to comment Share on other sites More sharing options...
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