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CEVO 2014 Map WIP

A Work In Progress for GameBanana

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Completed

de_mukou

Update -- Finished map is here: [de_mukou](http://csgo.gamebanana.com/maps/181193 "de_mukou") de_mukou Bomb defuse map with 2 bomb sites. The map is supposed to be a small modern Japanese office complex but with traditional Japanese architectural elements. The focal point is a Japanese garden in the centre of the map surrounded on top by a balcony. For this map I'm using a lot of custom materials and models, many of which I created, to make the map look nice and clean. I want there to be more 3-dimensional game-play than most maps, beginning with the central garden area.
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  • Natalya avatar
    Natalya Joined 14y ago
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    7y
    5 new screens today. The screenshot with the Aug and a brick house is not even part of the map. I'm jumping up from standing on a dumpster looking outside just north of A to an un-walkable area. I've been doing a lot of work getting the un-walkable parts of the map which are visible to look complete. The next shot, wooden floor and high ceiling with skylights is near B. Then the one after that with the aug and the van is walking down the stairs from B to CT Spawn The last two shots are flying over the map.
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    will2k username pic Joined 10y ago
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    > **Posted by NatalyaAF** > Added a new map layout. Still probably not final, but you can see some changes at A. much clearer now :)
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    Mantra
    cosa dici!
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    Natalya Joined 14y ago
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    7y
    Added a new map layout. Still probably not final, but you can see some changes at A.
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    7y
    It is hard to see, but the bombsite has two ways to get in. Parking lot is a direct way in, but just the the south (if you look at the map and north is the top) there is a set of windows that can be broken and walked through to get inside. It also has a connection through some office-type rooms. I'll post an updated minimap soon. > **Posted by will2k** > Unless there is a 2nd entrance on upper level that the layout can't show, bombsite A's entrance from parking will prove a bit problematic imo. It's an easily defendable narrow chokepoint and Ts rushing through it will be sitting ducks (or running ducks :) > > I believe you need an additional entrance to keep CTs alert, otherwise they'll camp this entrance and easily defend it. > > Good luck for the contest.
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    Unless there is a 2nd entrance on upper level that the layout can't show, bombsite A's entrance from parking will prove a bit problematic imo. It's an easily defendable narrow chokepoint and Ts rushing through it will be sitting ducks (or running ducks :) I believe you need an additional entrance to keep CTs alert, otherwise they'll camp this entrance and easily defend it. Good luck for the contest.
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    7y
    Thanks, I like it. When I talk about a map's layout and an overview of it, I'm mainly asking for it to see if the map's balanced. And yours is, without a doubt.
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    No one beats me at Puyo Puyo.
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    7y
    Okay I posted a preview layout image, see it above. Layout may not be final. Some paths are directly on top of others. Like you can't see it but the central perimeter balcony has an exact copy directly below. Elevation is difficult to represent with CS:GO navigation maps. Some areas of the map are largely incomplete too. It will take a while to fill out the whole thing.
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    Layout isn't 100% yet, I need to do more play testing.
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    7y
    Seems like a map similar to the one from James Bond: Nightfire. Pretty cool map. :)
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    Is there any way you could show us an overview pointing out spawns and bomb sites? It's for CS:GO; not a thing can lack detail, so while there's lighting, a good variety of textures and props, there are no visual flaws aside from these regarding the layout itself.
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