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Posted

Unfortunately I don't have access to CS currently because I lack the hardware, but I would love to check this one out in game!

Based only on the overview on your workshop page I wonder how rotations will work out. Especially T rotations look pretty long or unsafe.

But of course I don't actually know, wo anyway best of luck!

  • 1 month later...
Posted

I realised I haven't posted anything here just yet, and now seems like a good time.


The first version of the map was published on May 20th and it was playtested on the Source Engine Discord.

Spoiler

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We have since addressed issues that came up during playtesting and today we are shipping an update in preparation for this week's FACEIT hub map rotation.

Spoiler

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Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=3249860053

  • 2 weeks later...
Posted

Palacio was featured on the FACEIT hubs during Week 10 and it was played 12 times. Here are some stats gathered from the matches:

Spoiler


image.png.f8d757656cc5ab601a8069642d227b88.png

 

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I was quite happy with how the matches played out, however early round gameplay suffered from very long initial engagement timings. 

Here's the list of the most notable changes in the latest update, out now on the Workshop:

  • Tweaked timings
  • Moved T spawn to restaurant area
  • Tweaked cover around A
  • Added a side entrance to A main
  • Flattened A connector
  • Added additional rotation path for CTs
  • Removed pillar and arch obstructing vision on Mid courtyard
  • Added inner arch in Mid connector
  • Moved entrance to B connector
  • Widened and added squeaky door to B connector
  • Streamlined B main and ramp
  • Added audioblockers around B and underground
Spoiler

image.png.18c9b318c02614c32c630a5d9a82d4c3.pngimage.thumb.jpeg.6c4481481162969d5904fea83aa59501.jpeg

 

Posted (edited)

Latest update changelog:

  • Reworked B ramp
  • Moved CT spawn closer to A
  • Rerouted CT to B path
  • Widened CT hall
  • Removed additional rotation path for CTs
  • Simplified Mid tower
  • Flattened Mid ramp chokepoint
  • Adjusted negative space walls height around Mid
  • Tweaked timings
Spoiler

image.png.b9efd98e292131a3c26c2365966e4f86.png20240729014249_1.thumb.jpg.774c2aba996e3a261791a31913157f43.jpg20240729014353_1.thumb.jpg.ddea75943cea159a51ec1605bad14bee.jpg

 

Edited by Slimek
  • 2 months later...
Posted

We're over a month into Stage 2 of @Mapcore contest and so far, I've used this time to further refine the gameplay, while @Coachi and @KlixX have been working hard on the visuals.


Pathing to the B site was by far the weakest part of the map and the recent updates have focused on greatly improving that area.

Spoiler

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The distance needed to reach the bombsite was reduced by getting rid of unnecessary 'buffer' areas, thus directly connecting B Long with the site through one main chokepoint.

To accomodate this change, the site and the surrounding paths had to be mirrored.

Spoiler

 Before:

image.thumb.jpeg.7089f435e1af3d4a60f6f2c2fa15d1af.jpeg

After:

image.thumb.jpeg.0441236cb881888ee07e6ba28cb64274.jpeg

I have also decided to once again move T spawn, hopefully this time to the final location, bringing it closer to Mid (and B).


Here is a comparison between the version submitted for judging and the current one:

image.gif.652a15d2df88d62bce3a4ca9af34b51f.gif

 

And last but not least, here's the first art pass around A Site:

Spoiler

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  • 3 months later...
  • 5 weeks later...
  • 2 months later...
Posted

It's been an incredible year long journey, and it is finally coming to an end as we present to you the final version of Palacio for Stage 3. We'd like to thank our playtesters and everyone who gave feedback. We'd also like to appreciate the effort the Mapcore staff has put into organizing this contest. Good luck to everyone

https://steamcommunity.com/sharedfiles/filedetails/?id=3249860053


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