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de_studio [CS:GO WIP]

  • TheGuma
  • May 2, 2015 at 12:51 PM
  • TheGuma
    • May 2, 2015 at 12:51 PM
    • #1

    So I've started working on idea that I had in mind yesterday, finished up the graybox in 2~ hours and now I've started doing concept work on how the map will look like.

    Basically I wanted the map to be set in a filming studio, however, I'm quite lackluster when it comes to custom models so I'll try to work something out.

    The theme will have snippets of many maps, such as Cobblestone or Italy as recording places and sets. There are many greenscreen backdrops around that help out visibility. The call-outs shouldn't be a problem, as you can simply say that one person is in "cobble" ETC.

    If you want your map to be featured as a recording place, feel free to let me know and I'll add your map as a snippet (free advertising I guess).


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/34118850568495396/8F6258E75B6C42014ABA00494CC951F92AFB26F7/]


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/34118512581824852/58D369A254C37616FBF48D0C617B2CCD28E1DE7A/]


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/34118512581259231/552898FF87D6C1F6C454DFA86BE4C6A64DD67B93/]


    [Blocked Image: http://i.imgur.com/WzfCU31.png]


    Many things will change, these are just concept screenshots.

    Also, the bombsites were designed after aim_ and fy_ maps which makes them balanced for both sides. Also, server admins will be able to use plugins to place walls and use either of the bombsites as a seperate aim_ map.

  • Vorontsov
    • May 2, 2015 at 1:00 PM
    • #2

    This idea is pretty awesome and original

  • Parkcityfan
    • May 3, 2015 at 1:14 AM
    • #3

    Reminds me of the BO2 map studio, remake of firing range. You could definitely use that map if you wanted to.

  • blackdog
    • May 3, 2015 at 7:58 AM
    • #4

    Very cool! Someone ago for some reason I can't remember I was trying to imagine a map on a set, one of those with only wooden facades…

    I think this is original and very practical at the same time, like you said never better excuse for flat color backgrounds and areas that are gonna be super recognisable

  • TheGuma
    • May 3, 2015 at 4:18 PM
    • #5

    Small updates I did,

    here's one of the greenscreen rooms:

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/34118850568510353/4BB5B3FFE1678E751C43482B9D3D9493385CAD66/]

    Also, included the new Phong feature in my textures:


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/34118850568495396/8F6258E75B6C42014ABA00494CC951F92AFB26F7/]

  • Bodd Jonar
    • May 3, 2015 at 8:34 PM
    • #6
    Quote from Parkcityfan

    Reminds me of the BO2 map studio, remake of firing range. You could definitely use that map if you wanted to.


    That map was awesome, but I dont think he should use that maps layout, he should do something of his own.

  • Parkcityfan
    • May 4, 2015 at 4:34 AM
    • #7

    I meant more in terms of references, as it is literally the exact same theme but just using movie sets. I agree he should come up with his own layout.

  • Lizard
    • May 4, 2015 at 8:21 PM
    • #8

    Guma can you add me on steam ? I have something for you.

  • TheGuma
    • May 13, 2015 at 6:32 PM
    • #9

    Got some cameras installed in the studio today...


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/34119782383707468/F90774A2DC657AE46E2D12FFF6E93F2D1D2C517B/]


    Also, thanks to Leplubodeslapin for this awesome cloth model! He's helping me out quite a lot!


    [Blocked Image: http://i.imgur.com/sBDYSuW.jpg]

  • dsillman2000
    • May 13, 2015 at 7:55 PM
    • #10

    Sorry if this sounds stupid, but according to your overview, the super long and straight connection between T spawn and B site is so open. An awp on CT side will instantly end all of the T's! Are there well placed doors/walls that I can't see from the overview, or is this the most obvious flaw that no one has questioned? Pics pls!

  • TheGuma
    • May 13, 2015 at 8:05 PM
    • #11
    Quote from dsillman2000

    Sorry if this sounds stupid, but according to your overview, the super long and straight connection between T spawn and B site is so open. An awp on CT side will instantly end all of the T's! Are there well placed doors/walls that I can't see from the overview, or is this the most obvious flaw that no one has questioned? Pics pls!

    Yes, there are doors. If you look closely there's a shadow, on the small doorways on Long B. I don't think I have time to take a pic, but I'll let you know when I do. I'm thinking of turning the intersection on Long B where the mid meets into an either elevated or descended area with stairs. This would provide choice on whether the T's want to engange mid or not, as of right now if there is a 5 player push on Long B the CT's rushing mid can barely catch the last player by foot.

    I don't want to add additional doors as I follow the principle of max. 2 doors per map, they are not the best gameplay addition and can happen to be very awkward and confusing from time to time. Mainly, the focus is on having the map simple, so I think I did an overkill with long B. As you can see mid is also a very open area, however, CT side is provided with a choice of a building and T's get a nice container inspired by the old Mirage.


    I'll see what I can do, obviously, overview doesn't give small insights like the doorways, but now that you mention it I'll try to make it more obvious, I'll add more angles, make the map more interesting and of course tactical.


    Thank you for noting me on this one!

  • TheGuma
    • June 14, 2015 at 11:57 PM
    • #12

    Bump!

    Got some new greenscreen models going!

    [Blocked Image: http://i.imgur.com/JgTs0GY.jpg]


    Also, a very heavy WIP 3D skybox!

  • tchick
    • July 17, 2015 at 2:10 PM
    • #13

    Hi !

    I'm working on a similar project here on map core :)
    I like your idea, would be fun to see familiar places as movie sets !
    Good luck on your project, would like to test it if you have a workshop link

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