csgo Map

de_scent_a6

csgo_deposit 05 Mar 2026 de
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Description

Current iteration of de_scent. de_scent is a competitively-aimed defuse map designed with the 'four-square' layout and is intended to give fun and interesting options for both teams in terms of attacking, defending, and retaking sites. -The rotate times are intended to be short to encourage retakes -There is a considerable amount of verticality to the map which will hopefully prove fun and not frustrating -There are many paths for each side to rotate so they never feel overly committed to one route -A lot of time was put into playtesting with bots and simply observing parts of the map to maximize balance and allow for clever (and accessible) grenade throws without being completely necessary -Encourages flanking and stealthy approaches -Encourages teamwork for the last two reasons listed -Has some unconvetional aspects such as bulletproof (but transparent) windows and fences to allow for players to visually gather intel without engaging the enemy, and has more verticality than average, but doesn't try to reinvent what is fun and competitive about the game Major changes in part based on feedback are as follows: -Closed off many entrances to Mid -Radically changed Mid to be split into two parallel paths -Opened up Bombsite A which now includes a pit -Moved Bombsite A planting position to have more cover -Replaced all ladders with stairs except for the one leading to Sniper's Nest -Shortened distance of travel time through Tunnels to Upper Cross -Shrunk the windows at Bombsite B looking at Mid, made them bulletproof and unbreakable EDIT: I realized this is still not working properly. I may just have to thicken the invisible barrier to remedy this. -Compressed Sewers and B Long to be tighter and added stairs leading into and out of Sewers -Added more cover overlooking Underpass to give CTs less of an advantage watching it from Music(Radio) or Sniper's Nest -Added a fence on the west side of the Catwalk crossing into Bombsite B to have more cover, but still allow visibility, and cut off the path to Mid from Catwalk -Shrunk the west part of CT Spawn into an Alley to make it more close-quarters and to discourage Ts from camping during Bombsite A retakes -Various other tweaks all over the map to improve gameplay and to discourage hiding spots that cause the CT's to not be able to defuse -Added a sort of alley in Highway (Road) which is inaccessible, but allows Ts (and CTs) to throw flashes and smokes into (or out of) Bombsite A to give more options. -Removed the necessity to skill jump back to Choice (Arch) from the Top of Mid (T Side) or to jump onto what used to be the crosswalk as that has been changed into steps and been given an outcropping of the wall to give more cover between sites to again avoid camping Known Issues (Not including visuals as they are all subject to change) -As before, the map isn't supposed to look pretty at this point and probably still won't in the near future. There are objects and places that make no sense. No point detailing it until the major layout is set in stone and I don't have experience doing so -There's still a ladder in Music (Radio) which may stay permanently even though it's generally suggested against -Tunnels and Tunnel Stairs may need to be removed eventually as it doesn't serve much of a purpose and would likely encourage T's to hide (requires playtesting with actual players) -Sewers also doesn't serve much of a purpose, originally intended to give Ts a sneakier route toward the Back of Bombsite B (aka CT Spawn. May eventually be removed entirely -The spawn timing might not be very well tweaked at this point, as CTs may be able to get to mid before T's which is not intentional. After lowering the walls around T Spawn, however, there was an incidental jumping spot from the car to Arch (then to Mid) which may save time without changing the spawn positions -Many overlays or details that I have actually added don't show up as I've had trouble getting them to work correctly -CT Spawn has a very obviously bad spot between two crates which would allow the players to throw the bomb into without recovery and to be able to jump into and become stuck. That will simply be fixed later in a further iteration -Through lack of actual player testing, it's unclear if either team has a clear advantage. CTs have a lot of control early on, but Ts have many routes to flank so it could go either way -Rotation times may be even shorter than intended (as I like shorter rotate times because it encourages retakes), but the Direct path between sites should be risky if a T is watching Mid (which Ts should have control over if the timing doesn't need adjusting) and the path through CT takes longer Final thoughts I'm really interested to get further feedback, but I'd really like to encourage you to play the map and get a feel for it first as it is a lot of fun (to me anyway) and will definitely give you a better idea behind a lot of the design choices. Thank you for taking the time to look at my map :) ——————————————————————————— 📋 Steam Workshop Details Title: de_scent_a6 Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1552259731 Author: https://steamcommunity.com/profiles/76561198016814378 📦 File Info Original file name: de_scent_a6.bsp File size: 2.73 MB (2,859,281 bytes) Created: 2018-10-30T23:35:54+03:00 (unix: 1540931754) Yandex Disk path: /2018/957472288438959771/de_scent_a6.bsp 🔗 Direct Links Steam UGC download: https://steamusercontent-a.akamaihd.net/ugc/957472288438959771/FDC9B048A0951DEFBFB5AD123E097D3189F5F695/ ——————————————————————————— Uploaded from Yandex.Disk: https://disk.yandex.ru/d/EKAI0qKTkQkXtw Thanks to DepoSit (@DepoSitorim on YouTube) for preserving such a large number of maps.
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File Details

Filename de_scent_a6.bsp
MD5 Hash 65b63744d5...
Path /csgo/map/...

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