- Joined
- Mar 26, 2022
- Messages
- 234
Here to discuss our new amazing map jb_divinity. First off, the games on this map are incredible. The extreme climb, bhop, random climb, and surf are all top tier games from some of our brightest mapmakers (love you guys Zacc and mouse). The problem I'm seeing is the main cell area is extremely T sided allowing too many ways for Ts to escape. Consider this screenshot for the following analysis:
The main cell area requires CTs to keep extremely close attention on these 6 locations. Lets go through them one by one:
1: This vending machine teleporter goes to the UMP secret by surf. Seems fair enough because the Ts have to gamble by jumping onto the ledge and running to it.... although this isnt exactly true. Observe: https://streamable.com/18uadq I'm not even good at air-strafing and this is too easy. We can compare this to the vending tp on jb_vipinthemix where the Ts actually have to risk 2-3 bhops to tp.
2 and 3: Getting up here allows access to a CZ75 and eventually an AWP. If the CTs dont spot Ts making this jump, or if the CT cant kill them in immediately, the T can hide and wait for CTs to pursue by jumping along the beams behind me. This is most comparable to the scout secret tp on jb_america.
4: This hallway be smoked off and easily accessed by the right-most cells. Warden needs to assign a guard to be down this hallway at the start of every round.
5 and 6: This wall breaks relatively easily and leads directly to armory. Ts take the main door (6), take a random tp anywhere on the map, or sit in CT spawn and wait for guards to pursue behind them through 5. On top of this, if Ts win cell games, they can also be tp'd to armory. There is a 2nd wall that CTs can hear breaking, but guards cant pursue through 6 because the doors only open from the inside. Because of this, CTs must watch 5 and 6 both at all times.
Other noteworthy mentions:
I love the challenge that these new maps bring, but this map seems particularly difficult without at LEAST 8+ guards that have incredible aim. We played this earlier today and I believe we went 0-10 without playing a single map game. Over the next few months, I'll be interested to see how the CTs learn to contain all of this.
The main cell area requires CTs to keep extremely close attention on these 6 locations. Lets go through them one by one:
1: This vending machine teleporter goes to the UMP secret by surf. Seems fair enough because the Ts have to gamble by jumping onto the ledge and running to it.... although this isnt exactly true. Observe: https://streamable.com/18uadq I'm not even good at air-strafing and this is too easy. We can compare this to the vending tp on jb_vipinthemix where the Ts actually have to risk 2-3 bhops to tp.
2 and 3: Getting up here allows access to a CZ75 and eventually an AWP. If the CTs dont spot Ts making this jump, or if the CT cant kill them in immediately, the T can hide and wait for CTs to pursue by jumping along the beams behind me. This is most comparable to the scout secret tp on jb_america.
4: This hallway be smoked off and easily accessed by the right-most cells. Warden needs to assign a guard to be down this hallway at the start of every round.
5 and 6: This wall breaks relatively easily and leads directly to armory. Ts take the main door (6), take a random tp anywhere on the map, or sit in CT spawn and wait for guards to pursue behind them through 5. On top of this, if Ts win cell games, they can also be tp'd to armory. There is a 2nd wall that CTs can hear breaking, but guards cant pursue through 6 because the doors only open from the inside. Because of this, CTs must watch 5 and 6 both at all times.
Other noteworthy mentions:
- Some (or most) CTs are stuck with SMGs / Galil / Scout since the longjumps in armory is a bit too hard for average players
- Winning cell game can randomly teleport Ts anywhere on the map where various guns are scattered, most commonly the scout outside extreme climb
I love the challenge that these new maps bring, but this map seems particularly difficult without at LEAST 8+ guards that have incredible aim. We played this earlier today and I believe we went 0-10 without playing a single map game. Over the next few months, I'll be interested to see how the CTs learn to contain all of this.










