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[WIP] de_geiger

  • PuffDragon
  • July 2, 2015 at 1:15 AM
  • PuffDragon
    • July 2, 2015 at 1:15 AM
    • #1

    Hello!

    I'm a first year leveldesign student who has, as a side project, been working on a CS:GO map. This is to learn more about leveldesign in general, but also getting experience

    from recieving and applying feedback to my work.


    "Geiger plays out within the gates of a canadian uranium refinement plant. The facility has been under the threat of terrorism during a few occations

    before but this is the largest operation to date. The counter-terrorist force has to stop it once and for all."

    Workshop Submission

    Imgur Album


  • laminutederire
    • July 2, 2015 at 7:27 AM
    • #2

    First of, don't forget to indicate where spawns and objectives are, even if we can guess bombsites are the two orange rectangles.

    secondly, this seems very clean, which is good. Layout seem a bit complicated sometimes, but I won't say anything more until I can play the map, because verticality often simplify everything.

    Thirdly, you textured only one room, is it to test something or is it a guideline for the rest of the level? Have you some pictures in your head or as references? I ask because I am afraid you're going for something too "industrious".

    Finally, if you want, you can ignore the third remark, as it is too soon to think about too much details :)

  • jackophant
    • July 2, 2015 at 5:54 PM
    • #3

    It's hard to judge without more sense of scale, but the map looks huge. The spaces feel believable, but I think you've incorporated too much "verticality".

    if you squashed some of these ramps down a bit, made some of the stairs a little less steep and the map generally flatter I reckon it would feel even better. You may lose some of the lower/upper levels, but I think the map already looks too complex* so that wouldn't necessarily be such a bad thing.

    *an edited overview to show paths better is always nice, and using "mat_fullbright 1" casts global lighting so there are no shadows which makes things even easier to see.

  • PuffDragon
    • July 2, 2015 at 7:28 PM
    • #4

    I've updated the overview so it's not as cluttered. I hope this make it easier to identify the layout.

    The textured area is a somewhat close representation of what I had in mind for the map. But do mind that it's not final. And yes, I use various picture references.

    The map is indeed of the larger scale, but I've kept the time for T to reach the bomb sites at about 16 seconds, give or take depending on how run.

    I'll take in consideration to flatten out the map a bit. I just worry that it hurt the layout too much. Alternatively removing some pathways. But it's much valued feedback which I will keep in mind while continuing my work on the map!

  • laminutederire
    • July 2, 2015 at 9:15 PM
    • #5

    Just finished a match on it, it indeed felt a bit too big, long rotation tile, and I felt a bit lost sometimes.

    Windows in bombsite feel a bit too high to pull off nades throws we'd want to do

    Maybe add cover at mid?

    Was fun though!

  • PuffDragon
    • September 1, 2015 at 4:17 AM
    • #6

    A long time without any updates.

    Even though it's not finished I'm satisfied with the work that has been done during the limited amount of free time I've had.

    Thank you for your time!

  • PuffDragon
    • September 1, 2015 at 8:38 AM
    • #7

    **FIXED**

    While uploading the map yesterday I forgot to add the models and textures to the map file. I will see to fix this as soon as possible.

  • UnknownPredator
    • September 1, 2015 at 10:39 AM
    • #8

    Are these facade textures? If so you have to credit him :P

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