Hello! I'm working on my first CS:GO map, de_sake, and after some layout testing I began detail work a few days ago. Here's what that looks like so far.
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They style of the map is going to be similar to an abandoned mill/nuke so lots of rust/brick textures. Gameplay wise I want there to be lots of wallbangs/weak cover so sheet metal brushes and hollow boxes are strewn about. I'm slowly eliminating as much prop based cover as I can so i have better control of this. B is a little more seculded and has a harder rotation then A, but a more difficult uphill rout to assault. Here's a layout with rout and first encounter areas highlighted. Right now the entrance into A yard sort of mirrors the entrance to B site. Something I'm currently not proud of. I Plan on reworking it a bit.
A is placed farther back in the map with more entrances I'm currently learning how to make my own blend textures to give a little more life to the map (mostly dirt/grass on cement). So far I've detailed most of B. Here's what it looks like so far.
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This is T-Street. It brances off of mid and leads to B. The stone building is B-Apartments and my first ever detail work =D
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There's more cover but a lot of risk rushing this way with the CT window overlooking the narrow hallway. Proud of the support beam work. =D. The doors are overlays with homemade frames.The battle gives T's a good view into B-side but with lot's of risk do to it's small size.
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Farther up you'll find the ramp up to B-site level. Accidently ate the light that was at the top.
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If you chose not to take the appartment route you'll have to use B-steps. A much wider but less covered route to attack from. This car is the only sparce lower area cover.
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Here's B-Steps. Homemeade rail. The double door is an overlay.
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The detail work on the brick factory. Concrete floor suppots. Windows are textured. I think this needs more windows.
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CT Looking down B-Ramp.
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Rust shack and back alley on the CT side of the B Bombsite (bomb plants go about the bottom left corner in this screen shot). Thin walls make wall bang's possiable.
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Opposite corner. The garage is slightly open to encourange wallbangs. Also makes a nifty spot for popflashes.
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CT entrance to Office, the drop down spot into B site from mid. You can use the ramp or jump up the side of the pipes.
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Not gonna lie. Kind of a crappy office. Windows and Door are props in this one.
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I call this spooky. It goes to mid. The outside jagged brushes are breakable so you can fit more then one person though shoudl you want.
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To get into spooky from mid you have to enter a vent. This is the site that greets T's once they get in. Makeshift ladder with the support beams.
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And up that ladder is this. And that's why I call it spooky. Around that left corner is office. EDIT: got to fix repeating textures here >_>
And that's about where I am so far. I'm going to start detailing mid and the opposite wall on T-road. Im still learning how to work with props and overlays. I've done layouts for a few maps in the past (in TF2 mainly), but this is the first time I've moved on to texturing and detail so it's been quite the learning experience. I'm having a lot of fun and it's a very rewarding process. If you have any tips or suggestions I'd love to hear them. =)
EDIT: Here's a flat overview to give a better idea of the routs and negative space. I feel like there should be a little more negative A side but I'll probably work that in with brushs/props later.
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EDITEDIT: Some more bits. T Rush timers to either a or b are about the same at 16 seconds. CT's have an easier rotation to the back of sites at about 10 seconds. However these spots are easier to counter so moving behind the t-side of the site is required which comes out to 16 seconds for at least one CT. I expect the map to slightly CT sided atm. I'm somewhat OK with that but it will take a lot more testing before I really know.
You can download the layout version here (no textures). Please feel free to test it out if you'd like. I could use the gameplay input. Note that a lot of the prop based cover has been replaced with brush based.