Andre Valera Posted August 4, 2024 Report Posted August 4, 2024 The name fits theme very well! Looking forward to this one, a very talented team here! Twinnie 1 Quote
IsoNovio Posted August 30, 2024 Report Posted August 30, 2024 Wonderful map. Easily my fav. I like the Nuke vibes. I like maps that do not have the conventional 3-lane design. I always believed Nuke to be the best map CS has ever had. The fact that T can attack both sites through either Ramp or Outside is amazing. I have been thinking about a map where T can attack both sites from either lane for a while now. Thank you for turning it into reality. T's flexibility is compensated by the elevator, allowing easy CT maneuvers, just like the vent in Nuke. A few suggestions would be to make mid more interesting, as mentioned by others. Mid does branch out, but only to the T spawn, which does not seem quite useful. It seems to be able to interact with B with a few flashbangs though. Also maybe it would be better not to call Outside and Ramp A-long and B-main because you can attack both sites from either route. Very much looking forward to further updates. Hope it can in the end diversify the competitive map pool. I don't want more 3-lane maps. Quote
MadsenFK Posted September 16, 2024 Author Report Posted September 16, 2024 We've pushed an update for Skyline before it goes on the Faceit Hubs this friday. It focuses mostly on the outside / yard section of the map which now has a better defined style that we want to take the visuals, without changing the layout / cover pieces too much. We also updated the lighting to a dusk setting rather than bright sunlight Spoiler cyn inc, jd40, Roald and 2 others 5 Quote
Roald Posted September 27, 2024 Report Posted September 27, 2024 (edited) Today the second week of the current Mapcore Faceit hub rotation starts and we decided to soon push out a big update. For those who already played the map, this will feel completely different. We decided to go back to the drawing board and fix some issues we had with the map: - T's options are limited in terms of paths and timings - The central lane to A feels weird and limited - Bombsite A has hard (left and right) angles to check when coming out A long or A main and is a combination of long & short angles at the same time. Our solutions/changes: - We moved T spawn 1 second forward to favor their timings anywhere in the map. - We redirected T's pathing into mid to increase their timings (CT's only have 1 second to hold the active angle) - The covers for CT on the outside/yard area have been reduced, while the tree got moved closer and a new cover for them has been added. - The vent system now leads down into the secret stair to give T's an extra option from the central lane. - B ramp was moved closer to B site, which opens up earlier longer angles for T's to use, while the general timings remain the same. When having ramp control it should be much faster to get to B. Also the entrance into B got a complete overhaul where dropping down has a function to avoid any long angle from the site (a CT could now hold ramp from site basically). - A site has quite an overhaul, the main entrance has been moved to the side, more separated from A long. We wanted to give the players a more close-ranged path. We expect the Squeaky area to be a bit like the Dark position on Anubis where you can jiggle between A main and A long and be quite flexible. We cut off one 'pit' in the pool to simplify the bombsite, it is now a large planter that helps with blocking sightlines and segmenting the fights. Images: Spoiler Edited September 27, 2024 by Roald IsoNovio, Freaky_Banana, Mr.Yeah! and 4 others 7 Quote
cyn inc Posted September 27, 2024 Report Posted September 27, 2024 This is my favorite area of your map, buuuut perhaps consider removing the parapet running along the outside edges. You have this awesome negative space created by the silhouettes of your trees and building curves that is then obliterated by repeating rows of the parapet. I don't think it adds enough on its own to be worth losing that awesome negative space. I assume since moving to a dusk daytime that the 3D skybox will probably consist of lots of illuminated structures. This is going to end up competing with everything else. I think it'll become too much visually with the parapet remaining as it is. Maybe a glass partition would work better in this scenario? Also consider swinging that raised balcony out over the edge, if only because cantilevered balconies are rad and look modern. IsoNovio 1 Quote
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