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Posted (edited)

de_jura WIP

https://steamcommunity.com/sharedfiles/filedetails/?id=3261289969 <- Workshop Link.
 

Theme
So this fictional ruined castle is set in the area where Im from. There is this trail in Poland called the Trail of the Eagles Nests, right in the Kraków-Częstochowa Upland. It is filled with medieval castles built back in the 14th century by King Casimir the Great. They put them on these awesome limestone cliffs to protect the western border of Poland. Now the ruins are surrounded by green hills and bushes. They look incredible and tons of tourists come to see them. It's a big part of our local history and definitely worth a visit.


Layout / Gameplay
The map has a unique layout with only three chokepoints and a relatively small size, making it CT-sided at the start. However, if Terrorists manage to break through one chokepoint, the balance can shift. This is not easy and requires teamplay and careful util usage. Fast flanks are a big part of the gameplay. Players need to trust their teammates to watch their back. Communication is key. Teams must share information quickly to adapt to changing situations on the map and stay one step ahead of their opponents. The map requires teamwork and coordination, but during playtests, many players showed creativity in clutch situations. Its a map that works well for both team strategies and individual plays.




This is Castle near Ogrodzieniec( name of town ) the most popular one. Netflix Witcher series got some shots over there

 


Zamek-Ogrodzieniec.jpg.5e24404baa7ffe015582fa66d3ea9444.jpg


Here we got some screanshots from current layout

Spoiler

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Edited by pav
updated map description
Posted

Some updates ready for tomorrow's playtest on mapcore.
I know radar is not set properly but for testign its enough. 
We got new A bombside, MID and Long pathing- I know boxes on the way for having proper timing are weird but for testing the idea of the layout I decided like that ( I dont want to rebuild whole T area to have desired timing - to much work )

So here is new radar

image.png.d6f0e8d476802b3f254cd84c4b2c3072.png

  • 2 weeks later...
Posted

We will have significant changes to the de_jura layout.

The reason for this is that the map currently plays very randomly and feels too much like a deathmatch instead of competetieve 5v5. There’s a lot of backstabbing and faking happening, which is not good, fun or fair. So I decided to simplify things a bit and limit the Ts options to attack from behind.

The first move was deleting the whole apartment section from Long, so now there is only one way to attack from behind as a T. (through the ramp ) This required changes to the entire A site, Long, and even Mid.

111.PNG.05ad6a15230ab4bec275a353ae2a3e62.PNG22222.PNG.694c03f6e94c9bdca36c78d1aadbdba7.PNG21333131.PNG.48d8290010bd1c80b69014048f647146.PNG

That was my idea that Ts can attack from behind but from both sides it was too much. We will playtest it ASAP ofc and see how it will play after this big changes.

I also thinking about put some changes on the the B site. But mostly about rotation pathing between A and B in undetrpass - ppls geting lost there ;)

 

  • 4 weeks later...
Posted

We got new version of de_jura - last playtest was very usefull but still map need more love :) Now I w8ting for mapcore hub I hope I will collect proper data to make this project epic :)
 

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  • 3 months later...
  • 4 weeks later...

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