#Mirage

1 messages · Page 1 of 1 (latest)

fickle trout
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I know there's a couple of these already, but here's my take on de_mirage from CS.

The code for the current version (V2) is: ssj9y8

The map's scale is very close to the original, so most if not all of the angles/sightlines present in CS are also in this version.

But there are four significant layout changes:

  • A path going from Defenders spawn to the side of Bombside A (see the opening/closing door from Port Euler in one of the screenshots).
  • A path going from Defenders Spawn to a new building at the back of Bombsite B.
  • An alternate path inside of Apartments (so that Attackers don't have only one narrow passageway into Bombsite B).
  • A path that goes from Palace to Mid, with a window overlooking Bombsite A. This route is so that Attackers can quickly rotate from pushing Bombsite A to Mid (and vice versa) if they do not have control of the Defender's half of Mid.

Feedback would be appreciated. Have a good day!

placid sapphire
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Probably the best visual one so far, but is it playable is another consideration

fickle trout
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I've no idea, since I don't have enough people to playtest it. I just went with what I think would be good while thinking of what Area 88 changed of Dust 2.

spring grove
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I wish someone could recreate cache in the style of strinova