Counter-Strike: Global Offensive

Counter-Strike: Global Offensive

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de_planetary - Blocking test - Updated 4/3
   
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Game Mode: Classic, Deathmatch
Tags: Map
File Size
Posted
Updated
4.457 MB
Mar 17, 2018 @ 7:26pm
Apr 3, 2018 @ 4:34pm
6 Change Notes ( view )

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de_planetary - Blocking test - Updated 4/3

In 1 collection by {SCG} Jon the Friendly Fox <3
Jon's Map Testing Pool
8 items
Description
This is the greybox version of my map in it's current state. Looking to get some feedback on how this plays casually/competitively. This map currently runs on a server with a rotation of in-dev maps ("connect dual.community" in console)

Popular Discussions View All (7)
1
Apr 10, 2019 @ 8:12pm
State of the map - 1/1/19
{SCG} Jon the Friendly Fox <3
0
Apr 3, 2018 @ 4:33pm
Changelog - 4/3/2018
{SCG} Jon the Friendly Fox <3
0
Mar 31, 2018 @ 2:46pm
Changelog - 3/31/2018
{SCG} Jon the Friendly Fox <3
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7 Comments
hagrid Mar 28, 2018 @ 6:20am 
The meeting points seem a little odd. I would move ct spawn into an area where it stays the same for A site, but not B
HatGirlAmy Mar 27, 2018 @ 1:03pm 
The A spot: I think its a little bit too cramped for both teams to play there against each other. If there was more space, the teams could compete against each other in a better way.

The B spot: For the size of the spot, there are too many openings to get there from T side. If CT's had some better hiding spots and if the spot would be a bit bigger, defending it and fighting there would be alot more fun.The amount of openings would be perfectly fine if the points above are applied.

General Rating: The Map itself is really great, I've enjoyed playing on it, and if some improvements come along, i can see this map being very successful and enjoyable.

8/10
Gonk Droid Mar 25, 2018 @ 2:15am 
Looks sick, ill play it soon
tok4rz Mar 23, 2018 @ 2:49pm 
nice map :D
blue Mar 22, 2018 @ 5:22am 
Glad I could contribute <3
{SCG} Jon the Friendly Fox <3  [author] Mar 22, 2018 @ 5:21am 
@traqqi I'll look into doing something in that long hallway, is likely a pretty good idea. Once I start detailing, no-go areas should look a good deal more obvious.

I think you are probably right about cover on a. I'm gonna close off two of those recessed areas and see how that plays
blue Mar 21, 2018 @ 12:23pm 
I really like this map and its ideas, the mid straight reminds me a little of piranesi, plus it feels very fluent to play.

Things I think need improving IMO:

-The A site feels like it has too many small corners to hide in, the ones that are supposed to be for displays (hope you know what I mean). Maybe some could be blocked up with something similar to police tape, so the feeling is kept but CT's cannot hide in so many places.

-The middle strecth, near the windows that can be broken, feels too empty and lacking of any sort of props. Even just one or two boxes would improve for this for me, but this may just be an aesthetic preference.

-Some of the areas that you are not allowed to get to arent entirely obvious, such as one of the barriers in the middle, below the window, the circle object connected to that. and the blocked off sides on the A site catwalk-like walkway, which look entirely strafable until you actually try and get stopped by a wall.