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[CS:GO] de_sirius

  • El_Exodus
  • June 18, 2014 at 9:02 PM
  • El_Exodus
    • June 18, 2014 at 9:02 PM
    • #1

    So, the map is not called de_township anymore, since the art style changed by 180°. It's now called de_sirius and uses modern architecture as references.

    I also started to create a devblog about the map, which can be found here: http://exodus-devblog.blogspot.de/

    OLD post:

    Quote

    Hello folks,


    i'm new to Mapcore and want to thank you in advance for any tips and suggestions you may give me.


    Currently i'm working working on de_township. This map is designed for competitive gameplay in CS:GO. It's still very Pre-Alpha but i wanted to show the current state to experienced Mappers to get some thoughts and suggestions.


    So far i'm mostly happy with the rough layout, except for the mid. Imho it's too open and too easy for the CT side to frag rushing T's. I don't have a solution for this issue yet. I really do hope, that you have some advice and ideas for that.


    To show the map off, i made 2 gameplay videos and a editor-screenshot to show the rough layout. One video is a bit older (v1) and the other one (v2) is nearly the current state.


    External Content www.youtube.com
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    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.


    If there's any interest in playtest the map, just comment in this Thread. I would appreciate that.


    Before i'm going to make the map good-looking i want the layout to be good.

    Display More
  • El_Exodus
    • June 19, 2014 at 3:36 AM
    • #2

    I updated a few things on de_township. Have a look at it in this short video:


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    Changelog:
    -Truck near CT-Spawn turned 180°
    -Added cover on B
    -Added placeholder textures to buildings
    -Added railings at B
    -Added player clip at tunnel entrance in underpass
    -Added ladder from tunnel to mid
    -Added way from T-Spawn/B to mid
    -Added Café/way from mid to A long


    More things to come

  • El_Exodus
    • June 19, 2014 at 8:15 PM
    • #3

    I did again some changes to de_township. Have a look at them in the newest video:


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    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    Changelog v4:

    -Moved wall at T-Spawn
    -Added wall in front of A long
    -Enlarged cover at A long
    -Size of stairs at A spot decreased
    -Barrel B plateau removed
    -Size of B entrance decreased
    -Underground/Trainstation made shorter
    -Bus at mid removed - Gangway added
    -Tree&Bushes in front of Café added
    -Fence in front of Café made smaller
    -Desks+chairs at Café moved - More space to walk
    -Café entrance with window added
    -Added Stairs from Café to appartments
    -Changed angle of sunlight


    If i shall stop doing new posts for new updates, just tell me.

  • El_Exodus
    • June 21, 2014 at 4:05 PM
    • #4

    Due to some /r/ feedback i decided to make a short video about the timings to get to each spot. But i'm not yet happy with the timings to get to the mid. There will be some changes as soon as i know that to do.


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    Content embedded from external sources will not be displayed without your consent.
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  • El_Exodus
    • June 23, 2014 at 3:52 AM
    • #5

    Screenshot-Time


    [Blocked Image: http://abload.de/img/overview_logo90s8v.png]


    [Blocked Image: http://abload.de/thumb/2014-06-23_00002p2sy5.jpg] [Blocked Image: http://abload.de/thumb/2014-06-23_00005vzscm.jpg] [Blocked Image: http://abload.de/thumb/2014-06-23_00008fjs1y.jpg] [Blocked Image: http://abload.de/thumb/2014-06-23_00010l2sli.jpg] [Blocked Image: http://abload.de/thumb/2014-06-23_000121sso8.jpg]

    [Blocked Image: http://abload.de/thumb/2014-06-23_0001332sbc.jpg] [Blocked Image: http://abload.de/thumb/2014-06-23_00017pbsui.jpg] [Blocked Image: http://abload.de/thumb/2014-06-23_00018p5sev.jpg] [Blocked Image: http://abload.de/thumb/2014-06-23_00020c5scf.jpg] [Blocked Image: http://abload.de/thumb/2014-06-23_00022aus3e.jpg]

  • El_Exodus
    • June 23, 2014 at 11:16 PM
    • #6

    I just began creating the first decoration building on my map. Reference for these are old german half-timbered houses (I hope this is the correct englisch word for them ) like these:


    Quote


     [Blocked Image: http://leben-mitten-in-hessen.de/typo3temp/pics/7af6c3476f.jpg]

    [Blocked Image: http://www.muehlstein-online.de/digitale_bilder/fotoserie_Gross_Gerau/images/CRW3726-Fachwerkhaus-Mainzer-Str.jpg]



    [Blocked Image: http://abload.de/img/2014-06-23_00026qzj1t.jpg]


    German Old Towns with those buildings look really idyllic and that's the target for the map. I hope i'll be able to show more of them soon. There's a lot to do.

  • El_Exodus
    • July 10, 2014 at 11:04 PM
    • #7

    So i didn't stop working on my map. Here are some screenies of the progress.


    Modified Sewers:

    Except for the middle connecting tunnel, you can now stand/walk in the tunnels. To make it risky there, to be heard, there is a metal floor in the connecting tunnels.


    [Blocked Image: http://abload.de/thumb/2014-07-10_00024qoaty.jpg] [Blocked Image: http://abload.de/thumb/2014-07-10_00003vwz1p.jpg] [Blocked Image: http://abload.de/thumb/2014-07-10_00004a2abo.jpg] [Blocked Image: http://abload.de/thumb/2014-07-10_0002283b8x.jpg]


    Continued a bit at the decoration buildings:


    [Blocked Image: http://abload.de/thumb/2014-07-10_00006tnyjv.jpg] [Blocked Image: http://abload.de/thumb/2014-07-10_00015fxa91.jpg]


    Widened indoor area at appartments due to some feedback.


    [Blocked Image: http://abload.de/thumb/2014-07-10_00016nfycc.jpg] [Blocked Image: http://abload.de/thumb/2014-07-10_0001732bif.jpg]


    Switched the bomb site names, because i wasn't able to rename them in Hammer .__. Did also some visual changes:


    [Blocked Image: http://abload.de/thumb/2014-07-10_00018day30.jpg] [Blocked Image: http://abload.de/thumb/2014-07-10_0001960y4h.jpg] [Blocked Image: http://abload.de/thumb/2014-07-10_00011wzaga.jpg]


    Removed prop-fountain, created my own. Also made some changes to the middle area to make it less open. Arches woop woop.


    [Blocked Image: http://abload.de/thumb/2014-07-10_00014pnza1.jpg] [Blocked Image: http://abload.de/thumb/2014-07-10_000219gbr4.jpg] [Blocked Image: http://abload.de/thumb/2014-07-10_00012p6ymp.jpg]


    And some minor visual stuff...


    [Blocked Image: http://abload.de/thumb/2014-07-10_00007jcapm.jpg] [Blocked Image: http://abload.de/thumb/2014-07-10_00008bwlkc.jpg] [Blocked Image: http://abload.de/thumb/2014-07-10_00013auluk.jpg]


    BTW i don't know if i should keep the mapname de_township. I'm thinking about changing it, but i have no good ideas. What do you think about that?

  • KERQ
    • July 10, 2014 at 11:54 PM
    • #8

    It's looking good dude, still lots of work to be done

    Have you already started doing optimization?


    Fountain looks too squared, shouldn't it be more rounded? Like done with the arch brush?

  • El_Exodus
    • July 11, 2014 at 2:36 AM
    • #9
    Quote from KERQ

    It's looking good dude, still lots of work to be done

    Have you already started doing optimization?


    Fountain looks too squared, shouldn't it be more rounded? Like done with the arch brush?

    Not really. The only thing i did about optimization, was setting the stairs as func_detail. The rest is TBD.


    Yeah, i may redo the fountain, but it's closer to the type of fountain i want to do, than the "old" prop one. I may need some good reference to redo the fountain^^

  • Vaya
    • July 18, 2014 at 10:54 AM
    • #10

    Can I playtest? preferably a workshop link

  • El_Exodus
    • July 18, 2014 at 2:17 PM
    • #11
    Quote from Vaya

    Can I playtest? preferably a workshop link

    The map is not yet on the Workshop. And it won't be until it's almost finished But i think i'll use the MapCore playtest service soon. Just make sure you're in the Steam Group and you'll be notified when playtests start.


    http://steamcommunity.com/groups/MapCorePT

  • El_Exodus
    • January 19, 2015 at 1:40 AM
    • #12

    Damn, it's been long since the last update. I actually didn't work a lot on it, just a few hours. Well, here's the current overview with some explanations of the changes in it. These layout changes aren't properly playtested yet. I'm afraid, the map is too T sided now. But we'll see.


    [Blocked Image: http://abload.de/img/de_township_alpha4-15buy4v.png]

  • El_Exodus
    • January 19, 2015 at 4:43 AM
    • #13

    While i'm at it... Lots of screenerino in the spoilerino.


    Quote

    The new A-Long

    [Blocked Image: http://abload.de/img/2015-01-19_00007tnqkw.jpg]


    [Blocked Image: http://abload.de/img/2015-01-19_00008jmpjo.jpg]


    Also added some small windows for nades n stuff


    [Blocked Image: http://abload.de/img/2015-01-19_00009rjql2.jpg]


    [Blocked Image: http://abload.de/img/2015-01-19_000136kp1p.jpg]


    Happy face :)


    [Blocked Image: http://abload.de/img/2015-01-19_000116iqrt.jpg]


    Moar Mid stuff


    [Blocked Image: http://abload.de/img/2015-01-19_00010q9ot5.jpg]


    [Blocked Image: http://abload.de/img/2015-01-19_00012dgp2e.jpg]


    Almost nothing new at T spawn (i think?^^)


    [Blocked Image: http://abload.de/img/2015-01-19_000061qovc.jpg]


    Cover in Subway


    [Blocked Image: http://abload.de/img/2015-01-19_00005u3qnb.jpg]


    B site visuals and layout change


    [Blocked Image: http://abload.de/img/2015-01-19_00004k5pnd.jpg]


    [Blocked Image: http://abload.de/img/2015-01-19_00003tpqzj.jpg]


    New CT spawn from another perspective


    [Blocked Image: http://abload.de/img/2015-01-19_00014qzq7s.jpg]


    Oh and i fixed the bombsite names. :] Forgot to replace some of the bomb site decals tho..


    [Blocked Image: http://abload.de/img/2015-01-19_00015pmoh7.jpg]

    Display More
  • Recki
    • January 19, 2015 at 5:55 PM
    • #14

    Looks great buddy!

  • bawwwcas
    • January 20, 2015 at 6:58 PM
    • #15

    Looking really good man! You, along with a couple other maps I've seen recently, are really inspiring me to move forward with my work as well! I'd love to see the map when it's ready for playtesting

  • Recki
    • June 2, 2015 at 7:48 AM
    • #16

    Any new updates? :cool:

  • El_Exodus
    • October 13, 2015 at 4:34 PM
    • #17

    Let me remove the dust from this thread. :v

    It's been a while since i stated, that i'm not longer supporting the idea of my map anymore. Things changed, new references have been searched/found and i'm working on it again. The map is no longer called de_township and will be named de_sirius from now on. Along with the name, the art style changed by 180°.

    I also started a blog about this map today, to cover my thoughts behind the changes on the map and to document the changes a bit more detailed. For now i just got up-to-date with the version in the blog. More in-depth blogs about gameplay things and more, will follow. I plan on reactivating the devcams again, as soon as i figured out, how to use them properly without bugs. I might need help with that, but we'll see.

    I want to get this map playtest ready within this or the next week to be able to change things depending on how it worked out. 'RZL, jackophant &more already helped me a lot in the last days, to modify the layout to it's current version. I really can't wait to see how it plays! :)

    Check out the blog for more details. http://exodus-devblog.blogspot.de/

  • spaly
    • October 13, 2015 at 5:47 PM
    • #18

    Looks better and better, only thing that you should take care of are large uninteresting open areas... Just build some more cover, and cornors, and generally make the hallways shorter.


    I also would really like to hop into the map, why not just upload an Alpha version to the workshop for easy access (or a dropbox link containing the map) ^^

    Looks better and better, only thing that you should take care of are large uninteresting open areas... Just build some more cover, and cornors, and generally make the hallways shorter.


    I also would really like to hop into the map, why not just upload an Alpha version to the workshop for easy access (or a dropbox link containing the map) ^^

  • spaly
    • October 13, 2015 at 7:06 PM
    • #19

    You also asked for the devcam things, there is a nice little tutorial here https://www.reddit.com/r/csmapmakers/…eat_time_lapse/ ;)

  • El_Exodus
    • October 14, 2015 at 5:37 PM
    • #20

    Greybox now available in the Workshop if anyone wants to have a look at it :)

    http://steamcommunity.com/sharedfiles/fi…s/?id=535066567


    [Blocked Image: http://i.imgur.com/PLNZ4fo.png]

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