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Posted (edited)

"All along the coast decommissioned vessels are being scrapped for metal - a vital resource for arms production worldwide. A recent increase in heavy weapons exports forces a terrorist group to wreak havoc at the ship breaking yard."

It's us again, @esspho and I. Crude came together rather quickly and we knew it would be a safe and reliable submission for the contest. The theme for Beached on the other hand had been on our minds for a long while but early attempts at it failed. The layout we attempted is also a bit more risky than Crude and we weren't sure we could pull it off. We think this map came together very well though and so we are putting it forward to see where it can go.

Beached takes you to a ship breaking yard somewhere in South Asia. We were really interested in the unique shapes and angles created by the half broken down ship skeletons laying on the beach. To add more variety and separate the different parts of the map more clearly, we decided that one bombsite would be close to the beach while another should be inside, where it ended up as the theater of a cruise ship. In between sit two closely connected middles, each offering their own additional path to one bomb site. We are hoping that the Ts can either choose to split up and take either site from two angles or quickly switch up their target through here. Though not initially planned the map ended up with a decent amount of verticality and we made sure that basically all sections of that can be reached indirectly through jumping.
We're hoping the map plays as fun and dynamically as we intended it to 😃

https://steamcommunity.com/sharedfiles/filedetails/?id=3302965335

Radar:

Spoiler

image.png.f499dc00f94d0454bbadb9c78ab3b538.png

image.thumb.jpeg.17dc45a50d244ce5cee545d6282c8b90.jpeg

More screenshots:
 

Spoiler

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Edited by csWaldo
  • 3 weeks later...
Posted

Beached is on the hub right now and so far the reception has been mixed, but good. I think the map does a good job selling the fantasy we want it sell, but as was expected, some people really don't like or can not handle the slant.
We don't want to give up on that core theme of the map completely and so that number of people will never go down to zero, but we want to try and make the map accessible to as many players as possible. That's why we've been working on an update that tunes down the slant a bit in both A and Mid and we've also added visual elements that align with gravity and hopefully help ground our motion sickness prone friends :D
The update should go live in a couple of hours. Here's a sneak peek:
a.thumb.jpeg.2417adfe6e6f46e1ef5d1ec1333564d4.jpegmid.thumb.jpeg.5adc69a0a1592de3973450505f751922.jpeg

  • 4 months later...
Posted

We are hard at work to shape up the map for the nearing end of phase 2.

Since we haven't posted our progress for a while, here are some before and after work-in-progress images:

 

T-Spawn

before

jox34Jx.jpeg

after

1Tg8iFH.jpeg

 

CT-Spawn

before

SsQVywk.jpeg

after

mKgxHxC.jpeg

 

Mid

before

k30C8bf.jpeg

after

C2VnATM.jpeg

 

A-Site

before

MxngAQd.jpeg

after

AiygFav.jpeg

 

B-Site

before

qo15HqE.jpeg

after

g4YB9j8.jpeg

 

Beached will be playable again on the Mapcore Faceit Hub during the next days. Any feedback is welcome here or on the workshop:

https://steamcommunity.com/sharedfiles/filedetails/?id=3302965335

  • 3 weeks later...
Posted (edited)

 

 

We’ve updated our map just in time for the end of stage 2. Although there’s still a lot to do, we are very happy with what we have accomplished so far - which is a solid base for a fun and unique map. The recent matches on the mapcore faceit hub echoed this in our view and we’d like to thank everyone for playing and giving feedback.

Edited by esspho

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