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[WIP] de_fishery

  • Dalannar
  • June 14, 2015 at 1:40 AM
  • Dalannar
    • June 14, 2015 at 1:40 AM
    • #1

    Hello mapcore community. I've been around the forums for some time but only now am I sharing some of my work for the first time.
    I am officially entering the reddit + mapcore csgo mapping competition. Here is the steam workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=460754571

    The workshop item has all the screenshots, but here is a link to the full album as well: http://imgur.com/a/Q3CfC


    Latest update:

    I was going to update this post last evening but then the Nintendo worlds championships happened xD, so I'm updating now. There is not much to update on but I feel it's rather important both of the changes.

    First of all, I've updated the radar. Besides now working in-game it's much clearer, even though it's not professional looking:
    (Again, I should have added it, but T spawn is bottom right, CT top left, A site leftmost and B site rightmost)
    [Blocked Image: http://i.imgur.com/zudVcKa.jpg]


    I've also updated T spawn with some eye candy. It allowed me to more or less establish the visual theme for the rest of the map and I feel it came out pretty well. Again, it's not much but it gives an idea of what I'm going for I think (more screenshots in the workshop or imgur link):
    [Blocked Image: http://i.imgur.com/N6ot4zY.jpg]

    The lighting is not quite right yet. I was trying to go for a sunset feel, which was looking acceptable with fast renders, but then the 'final' compile messed it up with HDR and I haven't tried fixing it yet.
    The workshop link is updated so you can go in and check it out if you feel like it.


    Older screenshots:

    Quote

    And a few overview shots:

    [Blocked Image: http://i.imgur.com/8zGplYL.jpg]

    [Blocked Image: http://i.imgur.com/52ti5L6.jpg]

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

    [Blocked Image: http://i.imgur.com/x8H1N7E.jpg]

    CT spawn:

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

    A site:

    [Blocked Image: http://i.imgur.com/d5V5Hio.jpg]

    B site (The worst part of the map. Not quite sure how to make the cover on this one):

    [Blocked Image: http://i.imgur.com/zP2tTAO.jpg]

    Display More


    Stuff:

    The map takes place in and around a small fish processing plant. It was inspired by a location in the game Sleeping Dogs. I came up with the layout about a year ago and started working on a similar map, but I eventually gave up on it. Now I came back to it, and redesigned the layout to be more viable and fun to play. There are some layout decisions I think will probably need to be changed, such as the amount of windows in the office area, or adding a way for CT's to counter T's going through squeaky to A site, but I want to have it playtested before I decide to change those. Although the map is playable already I don't want to submit it to playtesting just yet, there are still a few things I want to iron out.

    Even though I haven't scheduled a playtest session yet, I'd love to hear your feedback if you have any.

    I doubt anyone would be interested but if you can do 3D and/or texture work and would like to help me actually make the map look nice I'd be more that glad to arrange something with you. The original plan was to create a sort of Hong Kong like aesthetic, similar to what is found in Sleeping Dogs, but without the help of an actual 3D artist I doubt I could make it close to that.

    Apart from that I don't think there is much more to say. Thank you for taking a look at the map and any feedback you might decide to drop in, and I will keep this post updated as time goes on.

  • Quotingmc
    • June 14, 2015 at 12:12 PM
    • #2

    Looks great! I think the big warehouse with all the box shelves gets a bit crazy at times but I like the overall layout.

  • Dalannar
    • June 14, 2015 at 5:56 PM
    • #3

    Thanks. Those shelves are pretty bad for that location I feel, due to all the gaps, I'm hoping to create my own after I finalize the layout. Until then though, those are the only stock models that sort of fit.

    I've been working on T spawn today, giving it some actual visual appeal and defining the aesthetic theme for the map. I'll post some screenshots later tonight if I can finish it in time.

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