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Posted

Yesterday i did some layout changes, focusing on moving back T spawn, as well as adjusting approach to the A site to better suit the new timings. Heres a quick before and after comparison:

image.png.a8fde87fdcf985c6fb10ec566d579f87.png

  • 2 weeks later...
Posted

Hello again,

Today I did a huge update, based on the issues found during a goofy playtest. Here are the main changes:

1) I removed the room connecting CT spawn directly to mid. This adresses two things: the very fast rotations and how quickly CTs get to mid. After this change, the fight on mid is much more balanced, and the CT that plays in that area has no longer a short rotation through their spawn as an option. This also means that to rotate faster, you need to cross mid, which is now much more likely to be contested.

2) I reworked the area around the gap between T side of mid and B main. It was way too easy for CTs to push it and flank on mid, and it was also too awkward to jump through it. I lowered the B main area and raised the gap, making it a one way drop from mid. This now means that to flank from B you need to take a longer way through the outer ring and T spawn.

3) I slightly moved and changed sizes of the entrances to mid. The T entrance is now slightly smaller and moved to the right, to make it more obvious to a player in which moment are they visible while climbing to gap. The CT entrance is now wider, making it harder to cross and harder to smoke off correctly.

4) I added a corner on upper A. I honestly forgot why I did that but at one point in my train of thoughts it made sense.

5) I slightly widened the A connector doorway, and moved the box to the other side of it, making it easier to clear and to navigate through. You can still see players on the bridge on A above the box, if you stand on the raised area on mid.

6) I added a corner and a piece of cover in the B main/outer ring area, so it has more angles to clear while pushing it as a CT. This change combined with the reworked gap should now make this area of the map much more balanced and fun to play.

I also split the map into four different coloured areas, targeting the issues of the map being too confusing to navigate through for a newer player, as well as the lack of logical callouts in certain areas of the map. I hope it would be easier to know where you are and to tell your team where you are. Later I will try to create some universal callouts. 

There were also some smaller changes on the map, I listed them in change notes of the workshop page. I would really appreciate anyone checking out the update and the map in general. Thank You in advance.

 

 

image.png.6e8b201fcfb0c7a3cf1a00728b84e7ee.png

Posted

I did a quick update today, adding cover on a bridge. The reason for that change is the fact that the Ts crossing the bridge could be seen by the CT playing on mid from a position that he could also guard mid and B from. It was too unbalanced to give one player an ability to see every chokepoint on the map in the span on 2 seconds. Now the player thats playing double doors needs to cross the mid chokepoint and potentially leave his back open in order to take a look at A.

I also fixed a pixel angle around the gap between mid and A, that was very awkward to play around.

As a fun fact, here is the comparison between the first version of this map that was made a year ago in source 1 and never uploaded on a workshop, and the current version of a map built from the ground up with the new tools:

beforeandafter.png.99b5672f269271b5847585efe7c50f4e.png

  • 2 weeks later...
Posted (edited)

Hey guys, the map is now playable on the mapcore faceit hub for the next week, please play it, please give it a chance, dont ban it instantly please, its not as horrible to play as it might look like, please queue up, please i am begging play it rn

Edited by Airee
Posted

Yesterday I added a lot of sign indicating paths to the bombsites and mid, again targeting the issue of players being way too confused about whats going on. The map feels way too T sided right now, however before making any major changes I wanted to check if its easier to defend for CTs if they know the map a little bit better. 

On B I made a slight change, adding one corner on the side, so there is one position that cannot be cleared from heaven. I also added sign suggesting that CTs can boost or even runboost to heaven at the start of the round, taking control of it and complitely compromising Ts approach to B site. Sadly I still havent seen this play in use, so hopefully after adding this indications someone finally does it.

The next step would be to redo a lot of cover on A site, as theres barely any spots for CTs to play directly on the site and it can feel awkward most of the time.

Thanks to everyone who played this map on faceit and special thanks to everyone who gave me feedback I really appreciate you all.

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