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Steam Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=3298737696
Location

The location & map name have been chosen due to the implemented gimmick. Marmotinto describes creating art using coloured sand.

Keeping that in mind, the map is set in a small building complex surrounded by sand paintings that can be seen from hot air balloons. There are different showcases of the art form, allowing for colourful murals. Apart from the showcases, there is also a tourist office to book hot-air balloon rides. Due to this, there is storage of hot-air balloon baskets, fabrics and viewing platforms / observation decks to view the surrounding sand paintings.

Theme (Story)

The ruthless ways in which the facility owners acquired the surrounding properties have finally caught up to them. After demolishing the picturesque village, the previous owners bounded together and hired guns, taking relatives of the facility owners as leverage in an attempt to regain their properties. Under the guise of a brewing storm, they start to enact their plan.

Layout

Spoiler

The layout is split into two layers, which are shown in the following GIF. There is more info about the layout in the Gimmick section.

Radar.gif.fe59eaf87f4e4ec6a82de0ca12e6747c.gif

Screenshots

Spoiler

As the visuals of the map are not really distinct at this point, the screenshots also show the position and angle of where the screenshot was taken.

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Gimmick

To make this submission more unique compared to the others, the map has two main gimmicks.

Inspiration & Intentions

Spoiler

I personally find the more casual maps & modes more enjoyable. Therefore, the two main inspirations for this submission are cs_agency and cs_havana. Unlike cs_havana the gimmick is not random but tied to the current round count.

My main issue with hostage maps is the lack of variation. As a CT, you have limited possibilities to push towards the hostages. But, more importantly, the variation in the gameplay as T is even more limited. Thus, the intentions of the gimmicks are:

  • Giving CTs more options as the match goes on. Some of them are powerful flanking routes that are only unlocked in later rounds.
  • With the increase in options for CTs, the Ts have to hold other pathways as the match goes on. With CTs having more options, Ts have a higher chance of being able to push areas normally controlled by CTs.
  • In later rounds, Ts have to play more aggressively once the hostage is taken, as they cannot easily camp the hostage rescue zone with just one player.

Disclaimer

Spoiler

As CS2 does not yet support vscript or pulse, the counting of rounds had to be achieved using the I/O system. The round counter increases every time a new round is started. The counter is reset after 12 rounds. With this in mind, the gimmick only works for MR-13 matches. To ensure that the counter is correct, you shouldn't use commands that restart the round, like mp_restartgame. If you use commands like that, you have to reload the entire map to ensure the correctness of the counter. To easily check if the counter is correct, there are text objects in either spawn. This counter should display 1 at the start of the first round of each halftime and be incremented every new round.

Visibility

Spoiler

Starting in round 4, visibility in outdoor areas is limited to 250 hammer units.

LowerRadar.gif.114a36026212e86dc1cbe3f25d6cfe49.gif

UpperRadar.gif.7645cf85b67e7eb8d563886516a87738.gif

Due to some difference between running the map from the SDK tools and from the regular game, the player models that are inside are completely black when viewing them from outside areas.

PreviewA.gif.7e938ba0217acbea459aced54f43d7e0.gif     PreviewB.gif.5ce9457c8ff2cdb8a3e058c5fabf58cd.gif

Boosts & Obstacles

Spoiler

Starting with round 5, sand will start to accumulate in different areas of the map, which will block and unblock certain routes.

Middle

Starting in round 6, it is possible to get to the upper hallway without needing another person.

MidA.gif.0bd5953f56a3a2d31956ecd840b75a5e.gif     MidB.gif.c50401c03bdc85c5ada71947e0803c6d.gif

Right

Starting with round 8, it is possible to jump up to the elevated route on your own.

RightA.gif.3d574f15e272c4fe6e49dada951fd7af.gif     RightB.gif.d1b50c1e8c8717ab8298ef288e8cd522.gif

Left

Starting with round 10, this turns into a two-player boost.

LeftA.gif.25a0bd4578912d4c24de5e57fb5eeafd.gif     LeftB.gif.44ef50511c76a3b1a1d0d0405601d1c0.gif

Upper

Starting with round 10, this corridor is blocked by the sand, preventing players from moving through it.

UpperA.gif.aeb6f77e37ae75768e1a3b8c9b8ef08b.gif     UpperB.gif.c3cead2ee871f8c63bda627a9e763f3b.gif

Feedback

I mostly focused on getting the gimmicks to a working state. The layout is mostly in the first versions, without a proper playtest. With that in mind, I appreciate any feedback regarding the layout, but also regarding the general idea and implementation of the gimmicks.

 

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