Advaith Cheerla

Heading__1_-removebg-preview
Heading__3_-removebg-preview
Heading__3_-removebg-preview
Heading__3_-removebg-preview
Heading__1_-removebg-preview

Bomb Sites

Upper Floor

Underground

CT Spawn

T Spawn

external-link-icon-lg - Edited

The map is set in a European styled town being excavated revealing an ancient network of tunnels. The map is designed as a CT (Defender) sided map, as Ct can in general rotate a lot faster than T. To make up for this the
Ts have a lot of angles of attack for both sites. The 2 heights and multiple routes to the bombsites create a lot of opportunities for dynamic strategizing for both teams.

Important Design goals

Players having multiple ways to rotate to and from any point

Tried to create interesting situations like the skylight

Having multiple ways to enter the bombsites

Critiques

Map is too large

Too many straighaways

Visuals are not cohesive

T Spawn

T side has a strong peek into Mid, They can choose to go down mid to enter B or go under through B short. They can go underground to attack A from Curve or A Entrance.

To reach A they are forced to go through the entirety of mid or go into b shot.

Connects to

  • Mid
  • Entrance
  • A Entrance

Enterance

An entrance to the underground network. 

Connects to

  • T spawn
  • Connector

Connector

Has to cover a lot of difficult angles into pillars. It has a quick path into ladder room but has to be wary of a CT rush to ladders.

Connects to

  • Enterance
  • Underpass
  • Ladders

Ladders

A dynamic area that can be entered through the 2 ladders from mid and B site. You can also enter it by breaking the skylight once per round.

Connects to

  • Connector
  • Hell Ladder
  • B Site

B site

The Site that theoretically can be entered by T side the fastest but is also the most difficult to enter if CT is prepared for it.

Connects to

  • B Ramp
  • B Short
  • Ladders
  • Skylight

Skylight

Can be used to guard ladders from b site relatively safely, players can move freely off the skylight using the ramp. The skylight can be broken once per round to enable faster rotations at the cost of noise.

Connects to

  • B Site
  • Ladders

B Short

A fast and risky entrance through mid into B site.

Connects to

  • Mid
  • B Site

Mid

Both teams have quick access to mid with T side reaching slightly before CT. CT has a safer angle to defend pushes down mid but T can reach the angle first

Connects to

  • B Ramp
  • B Short 
  • T Spawn
  • A short

Hell Ladder

A ladder connecting mid to ladders. 

 

Connects to

  • Mid
  • Ladders

B Ramp

CT can hold angles from mid pushes and ladders entry into B site.

Connects to

  • Mid
  • B Site

A Short

1 of the 3 entries to A site. This entrance is completely over ground. Is open to rotations from mid.

Connects to

  • CT Spawn
  • Mid
  • A Entrance

A Site

Has some cover to play around. A site is in general difficult to enter when compared to B site. It has easier to hold angles once a plant is completed.

Connects to

  • A Short
  • Curve

Curve

Connects the underground to A site. The upward angle + the curve results in interesting lines of sight.

Connects to

  • A Site
  • Pillars

Pillars

A large space where fire fights are expected to take place. Lots of cover to be utilized on both sides. Has a lot of connections to other important points of interests. Both teams can reach this area at relatively the same time

Connects to

  • Curve
  • A Enterance
  • Under Entrance
  • Underpass

A Entrance

A strong path for T side to take that allows them to rotate quickly into A site or B site if clear. It can be covered from a b Site effectively due to the long sight lines. 

Connects to

  • A Short
  • Pillars

Under entry

A fast path into pillars. T has a lot of dangerous angles to contend with whereas CT has strong safe angles to defend. 

Connects to

  • Mid
  • T Spawn
  • Pillars

Underpass

A long Sight line that is heavily CT favored considering the many points cover looking into T side. T has a relatively safe path into ladders.

Connects to

  • Pillars
  • Connector

CT Spawn

The CT side notably has only one exit into a lot of potential pathways soon after.

Connects to

  • A short
  • A Entrance