Karthoum Posted April 26 Report Posted April 26 (edited) Workshop Link Wishful thinking got me to visit Mapcore every few months for a contest and well would you look at that! It was bound to happen one day. Currently I'm working on a remake of an old map, but that won't fit the rules of the contest and my previous Exotic mapping contest entry was already uploaded to the workshop - does it count if it was only uploaded for CSGO years ago? Initially I was set to do Annecy as I just visited it this February and it was amazing in person, but that already is taken so I'll go with my 2nd choice - the sunny UK! I'll be focusing a lot on interiors and elevation changes despite what the pictures might suggest - but that will all come down to testing. My favourite maps are Overpass, Overpass, Overpass and a little bit of Inferno and Cobble thrown in, so if you don't like those then this won't please you at all. Good luck to everyone, I'm hoping to post regular updates and a greybox soon. Edited July 22 by Karthoum Title change Quote
Karthoum Posted May 21 Author Report Posted May 21 (edited) Almost made it to the last page, but I've been reworking this so many times I need to stick to a layout for playtesting for once. Any feedback is appreciated! Edited July 22 by Karthoum MrTrane18 1 Quote
spa Posted May 22 Report Posted May 22 Looks like solid progress. The layout looks a bit unconventional with a lot of very long sight lines (based on radar image) that could be dicey. Im also not a fan of the T's having to walk through a linear space with no options every round they spawn. But i would definitely not add more details until you have playtested it. MrTrane18 and Karthoum 1 1 Quote
MrTrane18 Posted May 22 Report Posted May 22 You can always change the layout. Add some points to it. Reminds me of Return to the castle. Wolfenstein honestly. Keep it up! Karthoum 1 Quote
Karthoum Posted May 23 Author Report Posted May 23 18 hours ago, spa said: Looks like solid progress. The layout looks a bit unconventional with a lot of very long sight lines (based on radar image) that could be dicey. Im also not a fan of the T's having to walk through a linear space with no options every round they spawn. But i would definitely not add more details until you have playtested it. The map is slightly smaller than it seems, at least in my mind so the long sightlines shouldn't be a problem. I've addressed the T spawn issue, adding a new connector to middle/B and pointing the old one to A instead, along with moving the B site towards middle. Will have to wait and see what feedback I get during playtests, too curious how it plays. Radar has been updated, you can see the new path in the 2nd pic. The T middle has now been made a bit tighter, could do that for the rest of the map possibly. The colour temperature has been adjusted to match the skybox a little better, there's not so much harsh mid day light now. Quote
Karthoum Posted May 24 Author Report Posted May 24 Yet another update and shrinkflation has hit this map as well! I've reduced the timings from CT spawn to B and resized the building that dominates the site so the narrow corridor that is B main shouldn't be as oppressive now for Ts. Quote
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