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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • Psy
    • September 8, 2007 at 11:41 AM
    • #4,801

    As the Source SDK is currently unusable because of the Steam servers I decided to get a layout I've been playing with into Photoshop.

    [Blocked Image: http://img237.imageshack.us/img237/1268/layoutag0.png]

    The middle is a fairly high bridge which allows a partial view over each bombsite. My main focus with this map is close-quater combat but the middle does allow some sniping similar to Piranesi.

    I was thinking of adding a route between first entrance to B (T-Side) and middle's entrance so that the terrorists don't have to trek half-way around the map to get to A or the middle.

    Thoughts please.

  • Nexus
    • September 8, 2007 at 11:52 AM
    • #4,802

    check this out in beta 2


    [Blocked Image: http://img181.imageshack.us/img181/4741/dehogsatrasummer10005hw5.jpg]

    this shot was made before the release of the beta1..

    [Blocked Image: http://titan.fpsbanana.com/ss/maps/23843.jpg]

  • Buddy
    • September 8, 2007 at 12:07 PM
    • #4,803

  • ifO
    • September 8, 2007 at 12:34 PM
    • #4,804

    Yeah, we can't really tell the difference since they are totally different angles and the only obvious thing we can see in shot 1 that we can't see in shot 2 are some missing windows and some badly textured, oddly scaled door.

  • Seldoon182
    • September 8, 2007 at 1:05 PM
    • #4,805
    Quote from Psycho

    [Blocked Image: http://img237.imageshack.us/img237/1268/layoutag0.png]

    The gameplay doesn't look equal. The T's routes are to long while the Ct's routes are to short. Moreover there is only one way to rush between both bomb place...

    By the way @ Nexus,

    It should be better with a lower resolution...

    Nice

    [Blocked Image: http://www.uploadhouse.com/fileuploads/457/457603341f89d0301776b610f20afd111a5bf2.jpg]

    Awesome

    [Blocked Image: http://www.uploadhouse.com/fileuploads/457/4576068a50ba9d937f5cfb660735daa83e86b8.jpg]

    HUGE ! Give me a hug !

    [Blocked Image: http://www.uploadhouse.com/fileuploads/457/457608d9a9f813e10d5e344b845aef0eb63539.jpg]

  • Psy
    • September 8, 2007 at 1:13 PM
    • #4,806

    I see what you mean. Would you mind annotating it?

  • sk3tch
    • September 8, 2007 at 5:08 PM
    • #4,807

    Seld...can barely even make out that last one. :/

  • Quakis
    • September 8, 2007 at 5:11 PM
    • #4,808

    @Psycho

    Sorry for ruining the image but a simple idea I have for the layout is shorter T routes, but also some side vertical spots;

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/mapidealayout.jpg]

  • Psy
    • September 8, 2007 at 5:35 PM
    • #4,809

    Well, there's that or...

    [Blocked Image: http://aycu23.webshots.com/image/28302/2004620954688019754_rs.jpg]

    ...this. I've focused a bit more on vertical play and now there's areas placed below the bombsites with a underpass which allows Terrorists to easily switch tactics.

    All the steps are going up so the CT's are on high ground and the T's are on low ground.

  • ReFlex
    • September 8, 2007 at 5:54 PM
    • #4,810
    Quote from Psycho

    [Blocked Image: http://img237.imageshack.us/img237/1268/layoutag0.png]

    90° gameplay is so damn oldshool

  • Psy
    • September 8, 2007 at 6:40 PM
    • #4,811

    Shame that's it's only a simple plan and not a representation of the final brushwork.

  • Seldoon182
    • September 8, 2007 at 7:31 PM
    • #4,812
    Quote from Psycho

    Would you mind annotating it?

    Don't count on me !

    The next skeatch looks much better. :wink:

    (Now I can chose the way I want to rush between A and B.)

  • unclep4ul
    • September 8, 2007 at 7:32 PM
    • #4,813
    Quote from Quakis

    @PsychoSorry for ruining the image but a simple idea I have for the layout is shorter T routes, but also some side vertical spots;

    [Blocked Image: http://img.photobucket.com/albums/v220/deathquakis/mapidealayout.jpg]

    Take out the tunnel between the bomb sites. They shouldn't be that easily accessible from each over.

    This will make it more important for both teams to pick the right bomb site at the start, and provide the chance for a decent fire fight when going from A to B.

  • Psy
    • September 8, 2007 at 7:55 PM
    • #4,814

    THE SKETCH IS THE CURRENT LAYOUT!

    The first one has too many corridors, the bombsites are too close, and there is little room for strategy.

    Thoughts on the sketch?

  • Sentura
    • September 8, 2007 at 8:16 PM
    • #4,815

    sk3tch: the alpha texturing looks very monotone, and i feel you could add some noise to present a more 'rocky' feel to dem rocks. i'd also suggest making an effort out of randomizing the edges so that it doesnt just look like a strip of rock between two pieces of grass.

  • Seldoon182
    • September 8, 2007 at 9:34 PM
    • #4,816
    Quote from Psycho

    THE SKETCH IS THE CURRENT LAYOUT!

    The VALVe' servers are back... Make us the orange mapping of that Layout !

  • Nexus
    • September 8, 2007 at 10:02 PM
    • #4,817
    Quote from Seldoon182

    The VALVe' servers are back... Make us the orange mapping of that Layout !

    yea1!!!1

  • Psy
    • September 8, 2007 at 10:49 PM
    • #4,818

    That's the first thing I'm going to do tomorrow.

  • TermInator525
    • September 9, 2007 at 1:53 AM
    • #4,819

    i think this will be the first CS:S Map with html briefing. Im proud of me, really.

    (I know there is a litle mistake in the image. briefing with ee )

    [Blocked Image: http://bildupload.sro.at/a/images/csswithhtmlbrefing.jpg]

  • ifO
    • September 9, 2007 at 5:49 PM
    • #4,820

    I obviously can't read it but it looks like it could be formatted more clearly, with headings and highlighted stuff otherwise there's no point in doing it in HTML if its just a block of text plus a logo.

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