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de_Victorian


Soldat Du Christ
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V I C T O R I A N

V 1.0

 

 

https://steamcommunity.com/sharedfiles/filedetails/?id=2236306765

 

 

Set among the crossroads of the 1830s Industrial Revolution! Civility & Industry clash in this glorious theme park of Architecture & Landmarks!

 

This map was built from the ground up for a

Balenced & Competitive 5v5 Experience, a challenge for myself,

and a challenge to the CSGO Community to re-think what a Defuse map has the potential to be.

 

 

922221870_Victorianminimap.PNG.b30566ee575b2eb1b17fea4da0df72da.PNG

1538272989_VictorianFull.thumb.jpg.516479cbd6fd5c4930e12a4e9817b572.jpg

379041064_Victorianwarehouseback.thumb.jpg.e79321a55eba8204ff5d99ee82841b61.jpg

1286009402_Victoriantrains.thumb.jpg.66bef7bad30ed4763e37c1b992f875a7.jpg

1430659704_Victorianstreets.thumb.jpg.7cd40610df509e59e8f258a390de8aa3.jpg

 

Edited by Soldat Du Christ

1260918535_Forgemapsthumbnail.thumb.png.a0054255c7c5aba3a52c3cef60b4b815.png

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16 minutes ago, Soldat Du Christ said:

Dev textures, not sure if i'll ever put time into texturing and detailing everything

True, not entirely sure how CS map making works still but that makes enough sense to me. Which do u think is better to create in and design for outta h5 and cs?

FatKid LD > Core LD

 

He hasn't got any faults, but maybe he's not perfect. But he didn't do anything.

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5 hours ago, Fatkid Forger said:

True, not entirely sure how CS map making works still but that makes enough sense to me. Which do u think is better to create in and design for outta h5 and cs?

Good question, they both have their pros and cons. In halo you have some room to breath so far as how much sloppiness you can get away with, recharging health and the ability to move and shoot accurately. However if you are designing for slayer, with no objective to apply pressure, you have to design maps in such a way where players are empowered to apply the pressure themselves and not be punished for it. Designing for cs was nice not having to worry as much about camping, the objective requiring one team to push forward even by brute force. But the 1 tap ttk is something i hated designing around, geometry has to be pixel perfect because players can abuse a sliver of a crack in the wall or something like that im not sure which is more difficult, haven't design for csgo nearly as long

1260918535_Forgemapsthumbnail.thumb.png.a0054255c7c5aba3a52c3cef60b4b815.png

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  • 2 weeks later...

What a strategic map! well done 👌🏻
The bombsite on the bridge has extremely few covers for T team though!
I recommend seeing and playing "Aztek" map (unfortunately removed from CS:GO), one of its bombsite is similar to your design but LOS blockers do their job very well!

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