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My Latest CSS Level - Name TBD

  • cdxx
  • August 3, 2009 at 12:25 AM
  • cdxx
    • August 3, 2009 at 12:25 AM
    • #1

    I started this map back in June and haven't had the most time to work on it, but I've been able to put an hour here and there when I can; regardless, I like the way it's coming along. Currently I'm building it for css as a defuse map but plan on also releasing a modified version that will be hostage map as well.

    The theme was originally set as a post ww2 bombed out city but that has since changed to a modern day launch facility for a rocket or missile (still working on it). The most notable aspect I had going into the prehammer design was that I wanted the layout to have significant height difference throughout the level. So you'll see lots of stairs / ramps placed throughout the map.

    here's a shot of the layout. This was an early layout but nothing too major has changed since. The sniper nest as since been nixed and the underground passage is now a tunnel instead of a dug out mess.

    [Blocked Image: http://i553.photobucket.com/albums/jj375/m…90610_f0004.jpg]

    here's a link to my photobucket album for the level so I don't have to post all the pics, feel free to check it out.

    http://s553.photobucket.com/albums/jj37 ... ?start=all

    here's a few shots from my latest compile.

    [Blocked Image: http://i553.photobucket.com/albums/jj375/m…90718_e0001.jpg]

    [Blocked Image: http://i553.photobucket.com/albums/jj375/m…90718_e0003.jpg]

    [Blocked Image: http://i553.photobucket.com/albums/jj375/m…90726_c0001.jpg]

    constructive crits are always welcome. cheers

  • Skjalg
    • August 3, 2009 at 12:40 AM
    • #2

    the lighting looks very good, the lack of shadows dont

  • cdxx
    • August 3, 2009 at 12:49 AM
    • #3
    Quote from Skjalg

    the lighting looks very good, the lack of shadows dont

    ha, yeah no doubt. I need to get on that soon. I disabled them all as I didn't have time to get the shadow control right for the tunnel. I've added it to my list of things to do. thx.

  • JeanPaul
    • August 3, 2009 at 1:03 AM
    • #4

    Why do I not see a giant torus in the layout?

  • cdxx
    • August 3, 2009 at 1:12 AM
    • #5
    Quote from JeanPaul

    Why do I not see a giant torus in the layout?

    i know right? you were expecting one i'm sure... but the paths are the same and that's the only overview I have atm. The infamous torus tunnel is where the underground passage is now. here's a quick screenshot from above just for you.

    [Blocked Image: http://i553.photobucket.com/albums/jj375/motzilla/map_001/001_20090726_c0009.jpg]

    [Blocked Image: http://i553.photobucket.com/albums/jj375/motzilla/map_001/001_20090726_c0007.jpg]

  • Seldoon182
    • August 3, 2009 at 3:19 AM
    • #6

    This map is looking great...

    I advice you to make this arch with displacement to make it smoother.

    [Blocked Image: http://i553.photobucket.com/albums/jj375/m…90726_c0001.jpg]

    Tuto Arch from KoKo.

    If you need help with custom decals textures models and such. Pm me.

  • cdxx
    • August 3, 2009 at 5:30 AM
    • #7

    Seldoon182, Thanks, I might take you up on that, I'll let you know.

  • Pampers
    • August 3, 2009 at 12:48 PM
    • #8

    having only one entrance to the B spot would make it too easy to defend

  • RA7
    • August 3, 2009 at 3:55 PM
    • #9

    Looks like the aprticle collider at CERN.

  • ultradr3mer
    • August 3, 2009 at 9:18 PM
    • #10

    It would be interesting if you would make one part of the facility old and rusty. that would help the player to orientate and would bring some more atmosphere and contrast in it.

  • cdxx
    • August 3, 2009 at 9:31 PM
    • #11
    Quote from Pampers

    having only one entrance to the B spot would make it too easy to defend

    good call, i'll make come changes to layout. any suggestions?

    Quote from RA7

    Looks like the aprticle collider at CERN.

    good eye. This was originally going to be a LHC level but I'm decided to save that that for my next project. But I was still able to use lots of ref pics from here.

    Quote from ultradr3mer

    It would be interesting if you would make one part of the facility old and rusty. that would help the player to orientate and would bring some more atmosphere and contrast in it.

    noted, ty. The facility is going to built into a mountain so I want to have a good bit of vegetation / overgrowth in the surrounding areas around the level which would look good with the rusty and dingy look.

  • Jenn0_Bing
    • August 3, 2009 at 10:03 PM
    • #12

    I'm loving the look of this level so far, the idea of making it rundown and weathered is also cool. As people have already said, i really dig the style of the tunnel.

    If you want some good references, which i think almost fit the style you already have going perfectly, try here http://www.ngte.co.uk/buildings/index.htm there's more detailed pics in some of the sections.

  • cdxx
    • August 3, 2009 at 10:14 PM
    • #13

    I don't know what an airhouse is but I want one. Thanks for the refs, those are great.

  • cdxx
    • April 22, 2010 at 4:10 AM
    • #14

    just started working on this again, kinda put it down for several months...

    here's a little video of the layout changes and some paths. I want to make a push to get this finished in the next couple months but knowing me that will turn into another year...

    http://www.youtube.com/watch?v=

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  • Grinwhrl
    • April 22, 2010 at 4:55 AM
    • #15

    nvm

  • cdxx
    • April 22, 2010 at 9:17 AM
    • #16

    here's an updated layout.

    that's sound advice Dark, I'll definitely give that a shot and see how playtests go with swapped spawn placements. thx for the suggestion.

    [Blocked Image: http://i553.photobucket.com/albums/jj375/motzilla/map_001/001_20100421a_LAYOUT.png]

    Here's an elevation layout as well.

    [Blocked Image: http://i553.photobucket.com/albums/jj375/motzilla/map_001/001_20100421a_ELEVATION.png]

  • Seldoon182
    • April 22, 2010 at 9:19 AM
    • #17

    Compared to the lack of details my offer stand!

  • dux
    • April 22, 2010 at 9:51 AM
    • #18
    Quote from Dark

    I'm not sure if this is still your current design but, if so the design will be flawed unfortunately. Bomb sites are meant to be closer to the T Spawn, otherwise you will end up with a CT defend team deathmatch every time. Of course unless you want this type of gameplay. I suggest switching the CT spawn for the T spawn.

    Y... what? The Counter Terrorists spawns are always closer to the bomb sites so they can be defended properly.

  • -HP-
    • April 22, 2010 at 10:15 AM
    • #19
    Quote from dux

    Y... what? The Counter Terrorists spawns are always closer to the bomb sites so they can be defended properly.

    Yes, this is true but not necessarily a "rule" to be followed if you balance this with someting else, like the CT's having the higher ground for instance.

  • dux
    • April 22, 2010 at 10:37 AM
    • #20

    de_inferno, de_dust2?

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