Hello Everyone!
First time map maker here, I decided to make a map that has a slight influence (map layout) from dust II as well as some smaller influences from other maps..
The map is called Pository (de_pository = depository, or another name for warehouse). It's in the very early stages (I just completed the layout of it, but there are still some changes I would like to add)
Steam Work Shop:
CALL OUTS (WORK IN PROGRESS)
A LONG (T-SIDE VIEW; Still have to put in props and fix up some minor walls)
Here is the Very Small room that can be accessed from A long or Under Cat Walk
Main Entrance (View of B Site just inside the Main Large Entrance of B Site)
Another View from corner near CT Side
View from Catwalk
CT View of Catwalk
View of CT Spawn and Way to B site/CT Stairs
View of A Site (Work in Progress; Major Change might come)
Here is a view of Lounge (Left is hallway to A Long, Top right is to Catwalk, Top Middle is towards T Spawn)
View of A Long and Stash
Heres a View of Mid and Short from top of Short
NOTE: I will be adding in a vent near that dumpster which can access into the Catwalk Hallway
A View of Underpass (Looking into B Site)
As you can see the general layout is completed. While I do have this, a lot of work is still to be done.
Some Comments about the maps gameplay (friends and I soft play tested it)
- You can smoke off main entrance of B Site behind the wall on B Long
- You can smoke off A long CT side from Lounge without having to peek.
These two comments are needed as this was the first thing that my friends raised concerns about, but were glad to hear that this is possible
Below is a list of things to change/add:
- Insert Props (Boxes, crates, barrels as cover for both sides, furniture in Lounge)
- Fix lighting in some areas (pictures show some areas darker than others, need to fix this)
- Add Vents which can be accessed from mid near the dumpster connecting to Cat
- Fix Office (forgot to place a door that can be opened to B Site)
- Many walls, heights of places.
- All the textures on the map, some textures added in on pictures are placeholders to see the difference in levels of the walls
Thanks for looking at all these. I hope to hear a lot of criticism and pointers out.
Workshop Version will be available after lighting updates, and props are added in.