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[CSGO] de_gallery

  • Laysteel
  • July 14, 2015 at 11:31 PM
  • Laysteel
    • July 14, 2015 at 11:31 PM
    • #1

    Hello Mapcore community!
    I would like to show you guys the new project i am working on which (for now) is called de_gallery.
    Its a defuse map and the theme is a modern art-gallery.
    I think at this stage it would be ready for playtesting so that will happen soon if you want to play on it.

    I REALLY appreciate ALL of the feedback i get so go ham on your keyboards and tell me what you think!
    Thanks guys! now for some screenshots:

    Overview:

    Middle:

    A-Site:


    B-Site:

    Entrance to B-Site:

    Entrance to A-Site and one of the entrances to mid:

  • TheGuma
    • July 15, 2015 at 12:41 AM
    • #2

    Woah, I can definitely see some inspiration from Agency (for the theme, and I think it looks good already tbh)

    I can see you have some entrances from T spawn to bombsites, however, in middle you only have two. This is normal and mostly recommended, however pretty "old", or to put it simply, boring. I suggest you add some interesting plays from middle itself, such as having door from middle to bombsite instead of another entrance from T spawn. This would make middle play more aggressive and interesting. You can also try having some vertical play, such as having the entrances from middle have a certain amount of depth (maybe even ladders?).

    The current state that I am seeing is that AWP or Autosniper plays are going to be dominant. You might want to have more stashes/crates (shipping new paintings?) and such to have some variety in play styles, as well as promote careful plays for non-awp players.

    Indentations in walls that you cannot get full body cover is a no-go. At least on head level height, or play-ability height. The indentations can cause some trouble nading.


    Lastly, most of the gameplay should never be focused close or around spawns. Those are areas you generally want to leave and not enter back unless you want to purchase/save (or you are a dummy camping spawn). You want to promote most of areas and rotations around middle area, and not just two entrances which can be very easily blocked out.

    Anyways, I might be wrong for the most part but that's just my opinion. Very best luck with your map! Just gave some of my first thoughts.

  • tchick
    • July 17, 2015 at 2:06 PM
    • #3

    Hi :)
    I like your concept, the layout and your work looks clean!
    As it is a modern art gallery, I would suggest you to use more organic cuvres, diagonals and weird structures.

    Take Guggenheim in New york for its organic "shell-like" interior:
    [Blocked Image: http://homesdir.net/wp-content/uploads/2015/04/amazing-guggenheim-museum-interior-design-guggenheim-museum-interior-design.jpg]

    Centre Pompidou in Paris (the skeleton engulfs the building from its exterior)
    [Blocked Image: http://mediation.centrepompidou.fr/education/ressources/ENS-architecture-Centre-Pompidou/img/entree.jpg]

    Diagonal lines spice up the gameplay (Overpass :p)

    Good luck !

  • Laysteel
    • July 18, 2015 at 3:43 PM
    • #4
    Quote from TheGuma

    Thanks so much for taking your time to write all this :). I agree with most of what you say. I'll try to make the Layout more unique and interesting for the players. I also added some cleaner cover for the Riflers so the ct-AWP isnt too overpowered. Also i am working hard on making the "Spawn" areas better so its a good experience for the players (you'll see what i mean in the next update).Thanks again for your kind comment! if you have any suggestions in terms of layout i am more than excited to hear them :).

  • Laysteel
    • July 18, 2015 at 3:46 PM
    • #5

    Hi tchick!
    Thats actually an awesome idea! i'll try to make some organic structures

  • Quotingmc
    • July 18, 2015 at 8:31 PM
    • #6

    you should run a little contest for people to create a painting for the map and then you could pick a few you like and give them a mention in the description or whatever :)

  • laminutederire
    • July 18, 2015 at 9:00 PM
    • #7

    Hey if you want some info about organic architecture just ask, I have the autobiography from Frank Lloyd Wright, where he explained the philosophy behind it. ( it is the architect who built the Solomon Guggenheim museum in New York (reference below))

    Also make sure to use verticality in the scenery. Modern museums are using all techniques available to make something very high and such:

    My reference would be the Kumu in Talinn:

    [Blocked Image: http://www.mimoa.eu/images/2764_l.jpg]

    [Blocked Image: http://www.mfa.fi/files/mfa/UUSI…-_Tallin_01.jpg]

    there is a virtual tour if you want

  • Laysteel
    • July 19, 2015 at 12:47 PM
    • #8
    Quote from Quotingmc

    you should run a little contest for people to create a painting for the map and then you could pick a few you like and give them a mention in the description or whatever

    Thats a very good idea! I wonder if people would be down to do this... We'll see when i progress a little further in the map since i dont want people to make pictures that in the end wont fit the theme or cant be used in other ways since the map itself changes alot in its current state :) but then again your idea is awesome! I just need ti know if the people would actually be interested in something like that.

  • Laysteel
    • July 19, 2015 at 12:51 PM
    • #9
    Quote from laminutederire

    Hey if you want some info about organic architecture just ask, I have the autobiography from Frank Lloyd Wright, where he explained the philosophy behind it. ( it is the architect who built the Solomon Guggenheim museum in New York (reference below))

    Also make sure to use verticality in the scenery. Modern museums are using all techniques available to make something very high and such:

    My reference would be the Kumu in Talinn:

    [Blocked Image: http://www.mimoa.eu/images/2764_l.jpg]

    [Blocked Image: http://www.mfa.fi/files/mfa/UUSI%20nayttelyt/7C_-_KUMU_Art_Museum_-_Estonia_-_Tallin_01.jpg]

    there is a virtual tour if you want

    Display More

    i very much agree with the use of verticality and i will try to make some impressive structures that way :) thanks for your reference, the kumu museum looks awesome!

  • laminutederire
    • July 19, 2015 at 1:17 PM
    • #10
    Quote from Laysteel

    i very much agree with the use of verticality and i will try to make some impressive structures that way thanks for your reference, the kumu museum looks awesome!

    it is of the best museums I've visited! And there is a virtual tour which provides the info of how it is in basically all rooms. It lacks color a bit unfortunately..

    if we are giving that much references, it is because it is promising and we trust you for something awesome :D

  • Laysteel
    • July 19, 2015 at 11:28 PM
    • #11

    I have just tried myself on some "Oragnic Structures" :) let me know what you guys think and if it looks any good.

  • Quotingmc
    • July 20, 2015 at 12:25 AM
    • #12
    Quote from Laysteel

    I have just tried myself on some "Oragnic Structures" let me know what you guys think and if it looks any good.

    Display More

    looks great! Already falling in love with the look of of this map.

  • Laysteel
    • July 20, 2015 at 12:29 AM
    • #13
    Quote from Quotingmc

    looks great! Already falling in love with the look of of this map.

    Haha :) thanks thats very encouraging to hear at such an early state!

  • laminutederire
    • July 20, 2015 at 12:54 AM
    • #14

    That's a good start yes!

    (The floor looks a bit weird though)

  • Quotingmc
    • July 20, 2015 at 8:46 AM
    • #15

    As soon as you upload it to the workshop me and my friend would love to walk around it with you and give you some specific feedback on each area if you would like.

  • tchick
    • July 20, 2015 at 6:48 PM
    • #16

    Oh that looks very cool! I imagine this area to have a metal dome above (or glass ceiling), so you can see the sky! Keep going !

  • soultron
    • July 22, 2015 at 3:47 PM
    • #17

    This might be a dumb question: the skylight-style glass fixtures on the A site floor are bulletproof, correct?

    Really liking the look so far, and your organic shapes are very nice. Going to study the top down a bit more now.

    EDIT:
    Initial thoughts on bombsites is that they might have too many entrances. Also, it's tough to gauge how much cover will be at the sites: will you add props (actual gallery art pieces!? :D) to act as cover or more structural elements?

    Mid looks like it's very long, so AWPers will have some battles there. Any covers going to be added in the middle of the Mid stretch?

  • Laysteel
    • July 22, 2015 at 10:28 PM
    • #18
    Quote from soultron

    This might be a dumb question: the skylight-style glass fixtures on the A site floor are bulletproof, correct?

    Really liking the look so far, and your organic shapes are very nice. Going to study the top down a bit more now.

    EDIT:
    Initial thoughts on bombsites is that they might have too many entrances. Also, it's tough to gauge how much cover will be at the sites: will you add props (actual gallery art pieces!? :D) to act as cover or more structural elements?

    Mid looks like it's very long, so AWPers will have some battles there. Any covers going to be added in the middle of the Mid stretch?

    hi! thanks for your comment

    Yes the glastextures are bulletproof would be weird if you'd suddently fall down and be trapped.
    the Layout Screenshot is kind of outdated since i am working on the map nearly everyday.
    Yes there will be props and only playtesting will show if there needs to be added cover. Its going to be a healthy mix between the Structural cover and props.
    I intend to use much custom content and of course since its a gallery there are going to be a lot of Artworks (not sure if it is legal to just use real art pieces by other artists)

  • Laysteel
    • July 29, 2015 at 12:18 AM
    • #19

    Hey guys!
    i've been working on the map a lot and the Layout + the looks changed a bit... this version also got submitted by to playtesting so whoever wants to test it out has the change then.
    Hopefully the playtesting session i sugested works out, if so it should happen on the 9th. of august.
    here are some Screenshots (quite a lot but there can never be enough)!

    hope you like it, tell me what you think.

    Edit: i know for now it looks alot like agency but i dont think that it will be on a skyscraper in the final version. Also i plan to use a lot of custom models and textures (thanks to an awesome guy called @Wrakk) and not using any agency assets at the end.

  • DooM
    • July 29, 2015 at 1:09 AM
    • #20

    Can we get some sort of workshop link? I'd like to have a look at it in game to test some stuff out.

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