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Team Fortress 2
Counter-Strike Source
Counter-Strike 2I will mirror the map for the sake of balance purposes, however it will have minor terrain adjustments.
1. Blue's mountainside
2. Spawn shacks
3. Skybox layout
4. Various fencing / flank routes (to get to center, not other side)
Wow, that is one beautiful map. I'm excited to play it.
I'm just theorizing at this point but is there any way to get to the top of those buildings? Those air conditioning units at the top are actually nice barriers that a sniper could utilize.
I know I would probably go to that spot for my sniping due to the nice barriers and also the nice vantage point of the whole map.
Yeah, I got to play on the map for a few minutes myself before my 600 ping hit me. I'll just add for what I experienced:This map is absolutely beautiful. I'm really hoping this map will eventually become very popular and liked.
Just some of my feedback based on about an hour of play:
Those are my initial thoughts so far.
- Snipers of SvS are accustomed to a certain range...they typically don't like too far or too close from my observations of which maps get voted for the most. The range between the two buildings in the center area seems to be about what SvS snipers are used to. What if the spawn points were to be made behind each of those two buildings so that upon spawning, the snipers can immediately take advantage of those buildings and mainly snipe building to building. I think the sloped part of the map behind the buildings offers some good options for snipers that like super far sniping but the current spawn points sort of force snipers to start out with super long range sniping which the majority of snipers may not like.
- My first thought about the trees is that all the trees really makes the map look beautiful but the leaves of the trees sort of gets in the way of sniping imo. I think less of those trees and more rocks might offer better barriers or perhaps a different kind of tree where the leaves don't get in the way of the sniper's view. Maybe with the leaves higher up or something.
- There seems to be an issue with the stronger team easily getting to the weaker team's spawn and camping it. I noticed people getting frusterated by this. What if we made the area around the two buildings sort of like a "public" area where snipers of both teams can enter and melee each other if they want, but the area of the slopes would be private areas that snipers can retreat to without worrying about enemy snipers entering that area?
- Spawn Locations
- More variety of trees / Less trees, more rocks! :)
- Player Clipping (To prevent getting stuck!)
- Terrain smoothing, there are quite a few cracks about that need sewing.
- Team "zones" (I'll release more info on this later)
- Alternate routes to center
- Fencing and other cover to provide players that spawn in the back an option of moving up!
- Team "side" identifiers (perhaps billboards)
Get rid of the cross ability................pleasurable for strong players..........shit fest for new players!!!!!
Spies and pro players will f*** this map up.......a barrier needs to be made.
It is a very large and beautiful map, but aggressive pro players will f*** this map because they have free rein.
What I am saying is: Every sniper map we play has boundaries but this map, does not..It is the Wild Wild West, which makes it awesome, but not very enjoyable for the rest of the community.
INPUT FROM EVERYONE ELSE WOULD BE AWESOME/////////////THANKS///////////////