de_anarch

A Concept for Counter-Strike 1.6

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Updates

Last version (Srsly though, no more updates)
  • Added path from CT spawn to room with 4 pillars.
  • Added more crates and a car.
  • Added a new route for the T's to go to.
  • Ready to be made into a real map!
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kurut0 CS:GO Ports Flag
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5mo
Final Update!
  • Added 4 pillars in the extended room
  • Inked the whole drawing so that you can see the whole map easily
  • A clearer, cleaner photo of the concept.
kurut0 avatar
kurut0 i sleep
CS:GO Ports Flag Affiliation: CS:GO Ports
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kurut0 CS:GO Ports Flag
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I've followed the "2×2 grid" layout that's most commonly used in some competitive maps (such as de_dust2, de_cache, and de_mirage, where if you look closely, they have this sort of '2×2' grid pattern) right now, I'm accepting ideas, and I'm also using the overviews of CS:GO's competitive maps such as Inferno, Cobble, Cache, Train, Nuke, Mirage, Dust2, and Overpass as a reference for further ideas for the map.

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  • 3mo
    hellmonja avatar
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    hellmonja
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    http://gamebanana.com/wips/47082

    I is afraid...
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  • 5mo
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    Seems way better since the last time I went there. Good job everyone !!

    And nice drawing !! I know I already said that, but I like your drawing style... Maybe because I'm really bad at drawing...
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    Mantra
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  • 5mo
    hellmonja avatar
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    hellmonja
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    While this concept is proving to be a test of my patience, I do appreciate the amount of planning put into this. I feel fewer and fewer GoldSrc maps nowadays have well thought out layouts. A pretty map with so-so layout can get boring pretty fast. But an average-looking map with superb layout is something I can play for a very long time.

    All it needs now is execution, turn paper and pencil into a real map and do it well. Speaking of which, I do have a suggestion:

    I think every area of a map, especially spawn sites, needs at least 2 routes. In the off-chance that CT's could get there before all the T's could make their exit, T's won't be trapped. Also it provides a route for a quick face-off, like Dust 2's double doors near CT spawn or Dust 1's mid/tunnel. The 4-pillars setup would make a great set for a full-on team vs team gunfight. I also thought of putting that path in the south but that would make the T's much closer to B...
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  • 5mo
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    hmm here i am waitinng for you stop updating this for i may make this map concept LOL

    10/10

    Mapper,Texturer,Uv Mapper,More
  • 5mo
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    Big improvement with the quality of presentation. I've got a better idea of what the map might look like.

    I have a question: In the central part of the map, is it possible for players on the upper level to see down into the lower level? Or are there walls separating the two levels?

    And I have a comment on the room with the 4 pillars: It seems the T's will arrive at this room before the CT's. The room with 4 pillars would be a great choke point, but right now it cannot be. This is because the T's get there first, and can easily sprint to the otherside of the room before meeting with the CT's.

    I would recommend finding a way to get the CT's there first, and also making the two entrances to the room further apart. If you make the entrances further apart, it will allow for more tactics around the 4 pillars.

    I've got an image here that I made, which might help you understand my idea:



    It's just a suggestion, and I hope it helps.
    Keep it up!
    Need a mapper? PM me!
  • 5mo
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    Nice update, I can see it alot better.

    Great layout!
    Poop
  • 5mo
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    Here's my advice, but it may be obvious. You should add some crates in corridors, and/or make it curvy. Straight corridors may be easily controlled by some bad guys with big guns and good aim
    Duty is the greatest gift!
  • 5mo
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    Seems better now :)
    Another Black Mesa Fan <3
  • 5mo
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    i should try to make this concept... :)

    10/10

    Mapper,Texturer,Uv Mapper,More
  • 5mo
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    I agree with 0nurky .
    But you say you don't have a computer?? Save up for one! Or your map will remain a 2D image only :(

    The layout looks interesting. I'd need to test it with bots to get a real good idea. I'm a bit confused about the layout (mainly the corridors). I can't quite work out where they connect with the main floor of the map, so I'm not sure where CTS / Ts can go.

    What would be awesome to see is an isometric or psuedo-3D drawing. Or atleast a 2D diagram that clearly shows how the map will play (choke points, main pathways, etc).

    Good luck though man! I hope you'll get a computer one day.
    • Agree x 1
    Need a mapper? PM me!
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Credits

Original Author
kurut0 CS:GO Ports Flag
CS:GO Ports
kurut0 Offline
CS:GO Ports Flag Affiliation: CS:GO Ports
Member Joined 11mo
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Map concept maker

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kurut0 avatar
kurut0 i sleep
CS:GO Ports Flag Affiliation: CS:GO Ports
Member Joined 11mo
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kurut0 CS:GO Ports Flag
CS:GO Ports

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Attributes

Subject
Imagined
Setting
Urban Ruins
Detail
Elaborate
Medium
Traditional

Stats

Posts
38
Views
1,448
Date Added
5mo
Date Modified
5mo
Date Updated
5mo

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85 bScore
9.8 Rating

4 voters

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License

You can use my stuff with whatever stuff you wanna do with it, just don't forget to credit me if you're gonna upload something with it

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