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Rapporter et oversættelsesproblem
XQsME ♔Assist♔ 18 Dec @ 12:33pm
Hey hey, Im trying out your map and i like it - i really do, it has some sort of nuke/overpass lay-out but with a facade feel to it (WHICH IS AMAZING imo). But I feel like your map is very CT sided; A site travel time is (ct-t) 7-10 and B site is 10-15; making it so that Ts HAVE to try going b first bc of the defensive advantages of A (shadow boxes -under heaven- heaven + CT cross (corridor to A, B vent, ladder to heaven, alley). I feel like Ts have a chance of they rush B and smoke / flash the CT defender on courtyard (outside to B ) but the travel time there is also CT sided; 8-11. Which concludes that CT clearly have the advantage on the pistol round. I REALLY LOVE THIS MAP THOUGH!!! perfect lay-out, just the chokepoints should be closer for Ts - also love that both sides have multiple AWPer possibilities (CT should max have 3 (2fav) while T max 2 (1fav)) Id like to continue helping you with this map if you want :) would love to play this map some more w/ actual people. DM me, regards from Belgium :D
Anyway I really love the criss cross of the map. Also the way u could defend B from A bombsite. It has a lovely new creative dynamic. U should be playing this map in competetive mode to find out what u have to improve! Also XQsME remember that if CT do peak/rush they take a huge risk of dying.
Tho one point of critism.. in my opinion the rotation points trough the vents from A to B and B to A are too quick. I prefer having boost points for that or maybe a drop which takes abit longer. In general I am not a big fan of vents so that may be it aswell :)
who (dis)agrees (and why)
*2 to 2.5 models width
please read and or make sure you know what you're talking about before dropping a comment
"This map encourages some team tactic. The game play is so simple, but there are so many options available to execute" you've just described Counter Strike
again: comment like "i really like this map" are not needed, this a tread trying to discuss the strategical lay-out of the map (if you havent played CSGO a lot or have no experience with mapmaking, there's a big chance your comment is useless to this tread)
The first point I’d like to make is that CT’s get to every important point of the map first and I know that they’re meant to get to sites first which is fine but not letting them get to any point first makes the map CT-sided, for example when you are the terrorists and you running towards B going through the ‘East Lot Entrance’ that part of the map shouldn’t be contested at all by CT’s but if you still want to keep it you’ll need to make it quicker for T’s to get to it. I suggest making a pathway through the two doors at T-spawn down to the ‘East Lot Entrance’ or even push the spawn further forward so that they get there first to give them at least one uncontested way into B.
The second point I’d like to make is that if T’s win at long/’West Lot Entrance’ they don’t gain any different entrances into either site, they could of just got to that site entrance using a different path safely avoiding long altogether. My solution for this is you could bring the door at long B over to the left more so that a different part of the site is showing therefor making contesting for long have a point, and you should also consider getting rid of the vent and ladder because it just causes confusion to the maps lay out.
Im convinced that by reducing the time for Ts to get to 'Courtyard' (short / B) with 2 seconds and placing a 'Connector' parallel to 'Alley' (long / A) would remove all the 'problems' i personally have with this map ... and maybe remove one vent to keep it balanced (**remove vent to CT cross and place a box on the upper side of the ramp at A site vent**)
where is the server based ?