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[CS:GO][WiP]de_unity[Greybox]

  • Muffin
  • March 10, 2015 at 4:12 AM
  • Muffin
    • March 10, 2015 at 4:12 AM
    • #1

    Hey guys, this is my first mapcore posted map, and my third legitimate defuse map.

    It's called de_unity, but I am thinking about making it based in the "mapcore offices(fictional)" where the terrorists are trying to destroy the CSGO mapmaking community by taking out mapcore .


    Any suggestions on layout changes and thoughts before I continue?


    Note: I don't have photo references.


    Another Note: I am an amateur at map making.


    Another Note: This post will be very messy


    Here is the overview:

    (New Overview with nodraw now!!!)


    And some other screenshots:


    Bombsite A:

    Middle:

    B bombsite(not populated yet):

    Ct spawn:


    Workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=405320456


    Rotates are great believe it or not, through upper mid, it takes about 11-12 seconds, and lower mid: 14-15 seconds.


    And the 'Attached thumbnail' is T spawn

  • Muffin
    • March 11, 2015 at 1:21 AM
    • #2

    Lol no one has said anything about the map yet xD.


    Anyways...


    Added some nice ball sculptures to CT lobby at A



    Lots of more pillars!



    And power generators at B


  • Vaya
    • March 11, 2015 at 11:05 AM
    • #3

    I'll have a run about in it tonight. Can't tell much from that overview (nodraw the top of shit man!)

  • Muffin
    • March 11, 2015 at 2:08 PM
    • #4
    Quote from Vaya

    I'll have a run about in it tonight. Can't tell much from that overview (nodraw the top of shit man!)

    Lol. I just finished the nodraw and I am going to upload it in like 20 minutes.

  • Muffin
    • March 11, 2015 at 2:26 PM
    • #5

    Here is the new radar/overview!


  • Vaya
    • March 11, 2015 at 3:04 PM
    • #6

    I'll have a look at it when I'm home

  • Guni
    • March 11, 2015 at 4:32 PM
    • #7

    From the screenshots it looks really really open, snipers heaven. However might play differently. Ill wait for Vaya's verdict because im running on dial up, basically atm.

  • Muffin
    • March 11, 2015 at 4:57 PM
    • #8
    Quote from Guni

    From the screenshots it looks really really open, snipers heaven. However might play differently. Ill wait for Vaya's verdict because im running on dial up, basically atm.

    Currently, middle is open, but not too open. A lot of the places aren't too big though. Have a test on it And a lot of the areas have pillars and sculptures as natural cover.

  • Vaya
    • March 11, 2015 at 6:45 PM
    • #9

    Okay had a run about in it


    - Bombsites are too open. you want them to be close environments the players has to breach. This hurts the gameplay in two ways:

    • Terrorists struggle for a safe plant but if they do:
    • CTs will struggle to check all angles before defusing

    - Func_detail stairs and all pillars etc. If you turn off Func_detail in the visgroups you should be left with Cube rooms. No pillars and no stairs. how many numportals do you currently have?!


    - Some pretty long lines of sight (one from t spawn right into mid. Without any sort of cover on either side this probably would be annoying for players.


    -Map seems too big. According to Bot_showbattlefront 1 you have 5-6 chokes on the map which is like double what you want. I would be simplifying.

  • Vaya
    • March 11, 2015 at 6:48 PM
    • #10

    I like your brushwork btw. Cool statue thing at mid

  • Muffin
    • March 11, 2015 at 6:56 PM
    • #11
    Quote from Vaya

    Okay had a run about in it

    - Bombsites are too open. you want them to be close environments the players has to breach. This hurts the gameplay in two ways:

    • Terrorists struggle for a safe plant but if they do:
    • CTs will struggle to check all angles before defusing

    - Func_detail stairs and all pillars etc. If you turn off Func_detail in the visgroups you should be left with Cube rooms. No pillars and no stairs. how many numportals do you currently have?!- Some pretty long lines of sight (one from t spawn right into mid. Without any sort of cover on either side this probably would be annoying for players.

    -Map seems too big. According to Bot_showbattlefront 1 you have 5-6 chokes on the map which is like double what you want. I would be simplifying.

    So, addressing the choke point problem, one of the things is that middle has 2 levels, which probably adds on 2 of those points.

    But thanks for the feedback, I'll try to get it done when I get home from school. (Hehehe)

  • Muffin
    • March 11, 2015 at 11:51 PM
    • #12

    Done with most of Vaya's requests!

    New Bombsite A:

    Middle now has T side cover!

    New Bombsite B:

    New/better overview


    Please post your feedback, suggestions, and bugs!


    Note: I added player clips

  • Benmx
    • March 11, 2015 at 11:57 PM
    • #13

    looks good, what is your workflow? blender, may, 3dmax? how you texture it? i really like your concept, also rememberme some missions of splinter cell.

    nice.

  • Muffin
    • March 12, 2015 at 12:12 AM
    • #14
    Quote from Benmx

    looks good, what is your workflow? blender, may, 3dmax? how you texture it? i really like your concept, also rememberme some missions of splinter cell.

    nice.

    I don't recall seeing you on splinter cell. Also, I only use Source SDK and its built in textures. No external programs

  • Benmx
    • March 12, 2015 at 12:20 AM
    • #15

    great, your level remember rme some missions of the first splinter cell. when sam infiltrate some buildings. i look see more of your map. regards.

  • Vaya
    • March 12, 2015 at 7:05 AM
    • #16

    is it uploaded? Will test later if so

  • Muffin
    • March 12, 2015 at 1:46 PM
    • #17
    Quote from Vaya

    is it uploaded? Will test later if so

    Yes.

    I renamed the map file to de_unity_a1 though so you might have errors. But yes I did upload it

  • Muffin
    • March 15, 2015 at 3:34 AM
    • #18

    I have a problem. Should I use high contrast Investment/Mirrors Edge esque textures, or more Nuke and train based warehouse style textures?

  • Frolf
    • March 15, 2015 at 2:57 PM
    • #19

    If you are going for SDK's built in textures, there is a lot more to work with in the industrial style


    But then again you want it to look unique from the average warehouse, right?

  • Muffin
    • March 15, 2015 at 3:19 PM
    • #20
    Quote from Frolf

    If you are going for SDK's built in textures, there is a lot more to work with in the industrial style

    But then again you want it to look unique from the average warehouse, right?

    Well the way the map is designed, it looks very modern and not too industrial like. But I really don't know what to do, both work, but for some reason, both also don't work.

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