I've updated some pics. I also added the underground passage I talking about. I think it will work pretty well actually. Depending on the theme I end up going with, it may turn into a sewer or something else. (I prolly shoulda started with a sewer since they are much easier to map

)
Echo51 wrote:Seems blocky

btw, i think its nice there is 4-5 secs before CT's start arriving at the Bombsite's, then the t's can get in pos for camp

it's blocky indeed

It will look much better once I pick a theme and start flushing out details I promise.
MayheM wrote:I like that you have the sites close together but not so close you can guard both at the same time. it looks like a solid layout so far. I commend you on getting the layout set before going on to detailing. (I have problems doing that myself) I have not played CSS since l$d was released but if you need someone to take a look at it and test it out with, I will be glad to take part. it will give me a reason to actually jump back in a CSS server again...
I agree 100%, i decided to move site A to the right a smidge just in case they were too close. I also moved ct spawn up some. I'll pm you a link to the bsp and you can give it a whirl. I'd love to get a little playtest together in the coming days.
Graph wrote:Looks verry good man, but what textures do you have in mind ??
Dust looks always cool..
And for the name just look on Google Earth.
In Afrika there are alot of names to choose so..
Or something russian, fog and snow, stuf like that.
De_russia

Keep up the good work

I'm not sure on the textures atm, so far I'll be using stock textures or else I'll never get this done.

. In regards to the theme, I was thinking ww2. but I like the sounds of a snowy Russian theme. de_whiteRussian
Deh0lise wrote:Too much Z difference. I'd decrease some of those zones in order not to make people hate you, its horrible to aim too up/down and also while going up/down on a stairs. Bombsite B also needs an interesting layout, spamming crates isn't always enough.
I want to do something a little different and thought a map with extreme z difference might help accomplish that. There's not too many maps out there with crazy elevation changes so this might be a good thing... or a very bad thing.

I don;t want to change too much with the elevation until I get some solid playtesting in
