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10-24-2007, 03:39 AM #46
Re: new map suggestions
Here's an older map but looks very interesting, de_witness. The backstory to the map involves the CT's protecting an important witness whom the T's want to assassinate. Right now he's holed up in his room the door to which is one of the bombsites while the other is a van the CT's intend to use to move him. T's have several routes at their disposal with between 3 - 4 entry points to each site. T's can get on the B site in about 20 seconds going directly there while the A site is a little bit longer depending on their route. CT's spawn in both the A and B sites with roughly a 15 - 20 second run from the B to A site.
The map features two surveillance camera stations that both teams can access to see where they are setup and a working elevator. The only thing that might need to be changed is to move some of the CT site B spawn points over to A as a majority of the team spawns at the B site. Tacticians should have a field day with this one.
de_witness
http://www.fpsbanana.com/maps/13092
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10-26-2007, 02:25 PM #47
Re: new map suggestions
Another semi-old map, de_russka. Map targets include the usual world threatening crates :P CT's spawn close to each site so they can be in each site within 4 - 6 seconds at least. A direct T rush to the A site will take 15 seconds while a direct rush to B is about 20 - 23 seconds. Each bombsite has a least three entry points. The middle section of the map features routes to both A and B plus a vent system that allows access to CT spawn where T's can hit them from behind or double back on another site if they are quiet enough.
de_russka
http://www.fpsbanana.com/maps/33312
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10-28-2007, 03:26 PM #48
Re: new map suggestions
About one month old, de_overdrive is set in a semi-futuristic urban area where CT's are defending two chemical stockpile sites. CT's arrive on the A site in 10 seconds while the B site takes 11 seconds. T's rushing directly to A arrive in 25 seconds while B takes 20 seconds. Each site has at least 3 - 4 entry points via the front door, vent or upstairs area. CT's also have two overwatch points on the A site to cover the streets. Visuals are excellent along with performance.
de_overdrive
http://www.fpsbanana.com/maps/33810
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10-28-2007, 05:37 PM #49
Re: new map suggestions
Here's an interesting one, cs_navarrobase, a large facility type structure built inside a mountain on an island. CT's have three main entry points into the building with opportunities to move to the high or low ground or use an underground flooded tunnel system to get behind the first set of hostages. It's a big map so CT's have plenty of time to plot their routes or try and pick a few T's before committing to one set or the other. Visuals are excellent along with performance.
cs_navarrobase
http://www.fpsbanana.com/maps/25796
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10-28-2007, 07:34 PM #50
Re: new map suggestions
Another map from that same author who made the above cs_navarrobase, de_sewer_bg. It's a underground sewer system with two bombsites, one a control area and the second a pair of generators. CT's can be on site A in 5 seconds while B takes them roughly 10. T's can hit site A in 12 seconds and the same at site B. The A site has at least three entry points while the B site only has one direct route unless T's either take the middle route or break off from the long A route and cut through middle. Great visuals and performance.
de_sewers_bg
http://www.fpsbanana.com/maps/25794
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10-28-2007, 09:27 PM #51
Re: new map suggestions
assault go play and quit looking at maps :P
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10-29-2007, 01:22 AM #52
Re: new map suggestions
lol omg that is funny. Hey he picked us a few good ones
FUN FUN
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10-29-2007, 01:41 AM #53
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11-03-2007, 02:16 PM #54
Re: new map suggestions
Here's an interesting surprise today, de_arcticstorm. CT's spawn inside while T's are outside. Bombsite B is the lobby area while Bombsite A is the stack of crates just outside the lab hostage room. The layout has been altered slightly to add some new routes and close off others. You can access the garage via an elevator system now instead of just that one tunnel and there's a hole in the wall leading to a passage that allows players to drop down outside the garage door entrance. There's also a new flanking area in the lobby where the soda machines are.
de_arcticstorm
http://www.fpsbanana.com/maps/37689
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11-13-2007, 11:09 PM #55
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11-14-2007, 03:26 PM #56
Re: new map suggestions
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11-14-2007, 03:37 PM #57
Re: new map suggestions
de_afim
http://www.fpsbanana.com/maps/14110
de_hairyhouse
http://www.fpsbanana.com/maps/37320
Couldn't find the other one, but i had to post the links to the site because i can't stand downloading something that i can't see first what it is (thought there might be others like me aswell). Also hairyhouse looks sweet.

"A pessimist sees the difficulty in every opportunity; an optimist sees the opportunity in every difficulty."
Winston Churchill
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11-14-2007, 04:32 PM #58
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11-17-2007, 12:58 AM #59
Re: new map suggestions
http://www.fpsbanana.com/maps/38668
This is what TG needs a good casino map has a rainbow six vegas feel to it.|TG| Plude220



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11-17-2007, 03:36 PM #60
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