A new year, finally. Not that it means anything, it's just another day. I uh went to Kira's house for an hour to see her family, fixed my sisters Xbox Game Pass subscription, ate a Sunday dinner, and yeah it was quite nice actually. Probably the best part of the day! We went to McDonalds at 10:30 PM because we were very hungry and stupid dumb ass Aldi wasn't open on new years day. Like it's JUST A DAY BRO. Anyway, I am working on a map. See below on the left the currently layout of it:
I will be fully honest. I have NEVER finished a viable defuse map before. Any defuse map that I've "finished" have either been unbalanced or undetailed. I'm not counting de_geminus as one actually. Yes it's technically finished and detailed, but the DNA of the map just doesn't play very well. On the right is a blurry screenshot of the layout of that map. If you can't tell, it doesn't really have a mid and it's quite a small map so rotates are far too easy, making competitive viability futile. My new map, on the left, I have specifically made the map with timing and map control in mind, so hopefully it will play far better than the old maps I made.
I remember there was one map called de_city1_go. I worked on that thing for so long, and I was really proud of it eventually near the end of it's life. I submitted it to TopHattWaffles playtesting but it was an early version and it played absolutely horribly. I fixed it up loads though, tweaking every part of the map. I did the same for de_geminus, the pink radar up there, but that first version was also awful, called de_greenshrine. Both playtests are still on Youtube somewhere.