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de_outpost (wip)

  • Drakeee
  • September 9, 2014 at 10:03 AM
  • Drakeee
    • September 9, 2014 at 10:03 AM
    • #1

    So I recently got back into CS:GO having being a big CS 1.6 player back in the day. Decided to make a map for it ^^


    I've decided to make a small demolition map since it's a smaller project and hopefully easier to finish.

    Obviously I need to work on the lighting (just threw in some light entities for testing) a lot as well as adding cover etc. Playtested a bit (2v2 with bots) last night and it seems to need some tweaking but any constructive criticism would be welcomed


    Here's some screenshots and a workshop link, cheers!


    [Blocked Image: http://cloud-4.steampowered.com/ugc/3972663088…4D490E98BD982D/]

    [Blocked Image: http://cloud-4.steampowered.com/ugc/3972663088…C3F4D60088B47B/]

    [Blocked Image: http://cloud-4.steampowered.com/ugc/3972663088…41D069D6F4811D/]


    [Blocked Image: http://cloud-4.steampowered.com/ugc/3972663088…F907857C70AD9E/]


    http://steamcommunity.com/sharedfiles/fi…s/?id=311724175

  • jackophant
    • September 11, 2014 at 3:22 PM
    • #2

    Hiya, welcome back and it's nice to see someone trying a demolition map, it's a really underrated game mode!


    It looks like you might want to increase the light of your light_environment and maybe use a few more lights indoors! I would suggest light_spot to cast light at areas rather than the standard light which emits in all directions (which you may have placed a bit too close to the walls)


    Aside from the lighting, and a scale on the slightly large size, the setting looks nice for demolition! It looks a little too much like lake/safehouse atm, maybe make it a mini version of compound from source?! (but with bomb ofc) You'd definitely get my subscription to that map!

  • Drakeee
    • September 11, 2014 at 7:54 PM
    • #3

    Thanks for the reply

    I'm going to give your lighting suggestions a try now - I know it looks a bit like Lake, that's where I got my inspiration from

    I never played CS:S (1.6 for years, then nothing until CS:GO about 2 weeks ago) but I'll look up compound and see what you mean Should have some new screenshots soon - i've already updated the workshop version with the following:


    Quote

    Added vent to car parkRemoved bombsite door from T side
    Fixed ladder
    Raised door to carpark T side

  • Drakeee
    • September 14, 2014 at 2:10 PM
    • #4

    [Blocked Image: https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-xfp…504508022_o.jpg][Blocked Image: https://fbcdn-sphotos-a-a.akamaihd.net/hphotos-ak-xap…826306168_o.jpg][Blocked Image: https://fbcdn-sphotos-e-a.akamaihd.net/hphotos-ak-xpa…799192180_o.jpg][Blocked Image: https://fbcdn-sphotos-c-a.akamaihd.net/hphotos-ak-xpa…458045543_o.jpg]


    You can check out the latest version on the workshop here: http://steamcommunity.com/sharedfiles/fi…s/?id=311724175 Thanks!

  • RaVaGe
    • September 14, 2014 at 2:20 PM
    • #5

    Looks pretty squarey if you ask me, break those angles dude.

  • Drakeee
    • September 15, 2014 at 10:11 AM
    • #6
    Quote from RaVaGe

    Looks pretty squarey if you ask me, break those angles dude.

    Any suggestions how? I guess when it gets detailed I can work on making it look less boxey.


    I added another route into the car park last night - played a 5v5 on the map for a while and it's fairly T biased at the moment so I'll be making changes to address that soon.

    Appreciate all feedback

  • RaVaGe
    • September 15, 2014 at 4:44 PM
    • #7

    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/10623491_10204744318716239_1743776180458045543_o.jpg]


    Something like that, make some nice buildings aligned to the 45° grid and it will looks way more natural and nice and beautiful and...

  • Drakeee
    • September 17, 2014 at 10:30 PM
    • #8

    I've made numerous changes


    [Blocked Image: http://cloud-4.steampowered.com/ugc/39727720807190407/4751EB78E9FC052B58183B9D79341BCB0032FD9D/]

    [Blocked Image: http://cloud-2.steampowered.com/ugc/39727720807192078/65E6DDEFA9EE8D25304B6D086649FABD6737BBB4/]

    [Blocked Image: http://cloud-4.steampowered.com/ugc/39727720807193817/78DDA241FA471E9EC0DA665D4E9A73CF3D4BAFC1/]

    [Blocked Image: http://cloud-4.steampowered.com/ugc/39727720807195038/0D7C3E090AFDCF0EF6EBFC65BB1A34064A40F5C3/]

    [Blocked Image: http://cloud-4.steampowered.com/ugc/39727720807199314/77151BF0F7FA08FEF58253D7281B9B8DD50B85AF/]

    [Blocked Image: http://cloud-4.steampowered.com/ugc/39727720807197197/6BE55BFFF0C837F9C12923D75BDD2E1757A328D9/]

  • jackophant
    • September 19, 2014 at 10:26 AM
    • #9

    That lighting looks so much better! But I think you still need to increase the ambient level of light, to avoid too many dark corners.


    Keep it up

  • Hlynur
    • September 19, 2014 at 12:27 PM
    • #10

    Starting to look so much better. Good job.

  • General Vivi
    • September 20, 2014 at 5:18 AM
    • #11

    looking very nice!

  • Drakeee
    • September 22, 2014 at 10:31 PM
    • #12

    A little detailing:


    [Blocked Image: http://cloud-2.steampowered.com/ugc/39727720948151599/1307670553E782E55A4291777D2E863E334E526B/][Blocked Image: http://cloud-4.steampowered.com/ugc/39727720948149538/03F1EAD97798A50103DEDE6D7663544895F9B3B3/][Blocked Image: http://cloud-4.steampowered.com/ugc/39727720948150581/4AC7470F2F52A060A8025EC81F36E34A8D9FB6AC/]

  • Drakeee
    • September 25, 2014 at 2:15 PM
    • #13

    Yet more detailing! This process takes foreverrrrrrr


    [Blocked Image: https://scontent-a.xx.fbcdn.net/hphotos-xfa1/t31.0-8/1909136_10204817585387860_5171241452760269240_o.jpg][Blocked Image: https://scontent-a.xx.fbcdn.net/hphotos-xap1/t31.0-8/10644641_10204817588947949_6190228160367364921_o.jpg][Blocked Image: https://scontent-a.xx.fbcdn.net/hphotos-xpf1/t31.0-8/10679763_10204817589307958_6182377612645500523_o.jpg][Blocked Image: https://fbcdn-sphotos-g-a.akamaihd.net/hphotos-ak-xaf1/t31.0-8/10700357_10204817589987975_7757344186364275810_o.jpg][Blocked Image: https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-xap1/t31.0-8/1973613_10204817593348059_569689617422123993_o.jpg][Blocked Image: https://fbcdn-sphotos-b-a.akamaihd.net/hphotos-ak-xfp1/t31.0-8/10344434_10204817594228081_3488138914481677993_o.jpg]

  • tomm
    • September 25, 2014 at 3:10 PM
    • #14

    looks great!


    interior is too dark atm, you should spend some more time on that.

  • E-Music
    • October 1, 2014 at 5:50 AM
    • #15

    It's looking amazing keep it up!

  • Drakeee
    • October 5, 2014 at 1:26 PM
    • #16

    Latest screenshots, looking back at the OP it's come a long way!


    Available on the workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=311724175


    [Blocked Image: http://i.imgur.com/08VVAph.jpg][Blocked Image: http://i.imgur.com/wxRsySV.jpg][Blocked Image: http://i.imgur.com/FSFJKkO.jpg][Blocked Image: http://i.imgur.com/2r9Gije.jpg][Blocked Image: http://i.imgur.com/ceJvjUS.jpg][Blocked Image: http://i.imgur.com/Wsyf7lE.jpg][Blocked Image: http://i.imgur.com/EAwIa35.jpg][Blocked Image: http://i.imgur.com/sspPgna.jpg][Blocked Image: http://i.imgur.com/TjqoDM5.jpg][Blocked Image: http://i.imgur.com/3Rfm3Tl.jpg]

  • Void
    • December 2, 2014 at 8:33 PM
    • #17

    To be honest, I'm liking your warehouse much more than the wood house you have in front of it. It looks like it's nicely proportioned and that there are multiple routes to get to a fairly tight fighting area which speaks well to the gameplay in Demolition.


    Personally, this map looks like it is caught between De_Lake and De_Safehouse in terms of idea and scope and it would probably be better if you chose one style or the other since right now it looks a bit "formless" Demolition maps are generally very reliant on choke-points that place people at the same spot at the same time, with lots of sightlines and a moderate amount of cover.


    Take a look at how Valve structures de_lake for example: there is plenty of space to move around and duel players perfect for mid range rights and close range, but the action is constrained around a very tight knot that is the Boathouse, where the objective is also located. Same goes for Safehouse. The front and back yards are reasonably spacious in and of themselves but are cut off from one another by a fence and the house itself, drawing the action into a close range brawl.


    In each case and even pointing to something like de_bank; extraneous structures are both small and uncomplicated. This makes it harder for players to get lost, and again focuses combat into a short 30-45 second burst.


    EDIT: Oh, and I see that you are using the security console prop from cs_office: Heads up; the collision model on that prop is all jacked up. For a reason known to me Valve has a part of the collision model that randomly juts out of the desk, so players trying to get close to it or jump on the desk proper may get knocked away without knowing why.

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