Rump3L Posted January 30 Report Posted January 30 (edited) Guild [WIP] Thought it might be cool to start here documenting progress on this elaborate idea. The idea here is to have an experimental 3-4 laner with quite some verticality. Themewise it strives to be an amalgation of old urban setting and medieval elements taking place in Slovakia. Reference board Instead of remaking whole areas from rl aiming to combine the style of layers from these compositions and apply that on gameplay oriented areas + 3D skybox, hell even the Trenčín castle in 3D skybox is a lazy simplification now Later on might want to add more interior pics. Radar with potential callouts A few screenshots The current skybox texture might be just a placeholder. As usual, the mind exhausting layout theory Spoiler Acts as a 3-laner at first but then ends up as a 4-laner, however tried to make it in a way that it still doesn't have to be that overwhelming for both teams. To put it simply in terms of chokepoints, initially into the rounds it should usually oscilate between 3 and 4 depending on the strats and util plays. Current paths, timings and connections should hopefully enable potential flexibility for CTs to play a bunch of different site setups, different mid holds, offensive peeks and intel. The Ts should also have a bunch of options, the key factor is map progression with expanding options as potential target switches along the way or additional entrances to the sites. B site should at times be viable to be held by 1 CT at the starts of rounds which frees up another CT and that's where the mid control (overpass and underpass with tunnels) variability might kick in. A site on the other hand should be the one that is easier to contest but harder to hold. Another twist here is that the underpass lane is starting from B routing instead of mid and leads to A site, but also connecting midway back to B Main through tunnels. Really looking forward to how this might incorporate the A vs B dynamic into the rounds. Main tower with heaven should serve like a double-edged sword with both offensive and defensive functions. Initially it can give CTs a defensive position to hold A but also an offensive one on overpass in mid. For Ts a quick flank into the site but then again also a post-plant defense. The way the connections and timings work allows for more rotational options opposed to your usual map. Lots of experimental verticality too. Anyway, this is more than enough theory and still might fail in its parts, we'll have to see how it will play out. P.S. With the rising map standards and required technical knowledge these days, the burnout this 'hobby' can cause, might be down for a collab should the layout stabilize and be proven worthy later on Edited February 1 by Rump3L Quote
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