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cs_future (update 7/24/2015)

  • Guadalupe
  • July 22, 2015 at 4:37 PM
  • Guadalupe
    • July 22, 2015 at 4:37 PM
    • #1

    A small retro-futuristic map with content created mostly in Propper. Feedback of all kinds is welcome.

    Description:

    Our thoughts on the future contain both elements of Utopia and impending apocalypse. In this case, this small-town's Future Co. has come under siege, placing this small Utopia in a dangerous situation, raising the threat and possible death-toll--sending safety into a downward spiral.

    Several spies have objected to the ideas of progression and aim to take down Future Co. through acts of negotiative terrorism. These means of negotiation have been intercepted by the FBI, allowing them to stealthily work their way in to remove the impending threat without putting justice on the line.

    Objective: Save those hostages before we lose our freedom!

    Steam Workshop Download: http://steamcommunity.com/sharedfiles/fi…s/?id=485016146

    Gamebanana Download: http://csgo.gamebanana.com/maps/186556

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  • esspho
    • July 23, 2015 at 2:11 AM
    • #2

    I like the creepy atmosphere in these screenshots. The theme is very interesting. What's around that mansion? I guess it could be a themepark or something similar. I didn't test the map and can't tell much about the layout but I feel that the lower left corner is way too far off. With little effort you could rearange that area and gain a better flow imo. Keep it up!

    [Blocked Image: http://i.imgur.com/2zEz8HO.jpg]

  • Whimsy
    • July 23, 2015 at 6:03 AM
    • #3

    Is this map rainbow road?

    I haven't downloaded it or looked at the screenshots or even played a video game before but it looks like rainbow road.

  • Guadalupe
    • July 23, 2015 at 6:20 AM
    • #4

    Just giving a "future" update: I will be releasing the models made in hammer soon on Gamebanana.

    I will post the link here when I do put them all together for community use.

  • ShockaPop
    • July 23, 2015 at 7:10 AM
    • #5

    Models made in Hammer with displacements? Now that seems interesting!

  • Guadalupe
    • July 23, 2015 at 6:05 PM
    • #6
    Quote from SotaPoika

    Models made in Hammer with displacements? Now that seems interesting!

    Someone posted a question on gamebanana asking how I did it, and it was mostly trial and error. Guess there aren't many tutorials out there for this, so I may make one.

  • ShockaPop
    • July 24, 2015 at 6:02 AM
    • #7
    Quote from Guadalupe

    Someone posted a question on gamebanana asking how I did it, and it was mostly trial and error. Guess there aren't many tutorials out there for this, so I may make one.

    If it involves "Propper", then I'm aware of it. It's just, doing that stuff with displacements can't be painless. :)

  • Guadalupe
    • July 25, 2015 at 1:16 AM
    • #8
    Quote from SotaPoika

    If it involves "Propper", then I'm aware of it. It's just, doing that stuff with displacements can't be painless.

    You'd be surprised how powerful the displacements/subdivision are in Hammer. The whole reason I did any of it is because I already had a lot of Source SDK knowledge. I didn't want to explore a modelling program, especially one as counter-intuitive as blender.

  • P1g3oN
    • July 25, 2015 at 9:27 AM
    • #9

    Oh my god those custom models look epic. And you made them with Hammer. Teach me master! :D

  • ElectroSheep
    • July 25, 2015 at 10:33 PM
    • #10

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

  • Guadalupe
    • July 26, 2015 at 7:00 AM
    • #11
    Quote from 3Dnj

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

    Nice meme.

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  • biXen
    • July 26, 2015 at 11:16 PM
    • #12

    Played a bit on this map against the bots while I worked on my sensitivity settings. I think it's a nice looking map, and there's a fun tight feel to it. I would say it feels pretty fresh, because I often feel many maps feel as a dust or nuke clone. I think some of your nice outside area/details could be shown more, you have pretty much walled it in with literally walls :)

    That said for the rounds I played, (full casual game on CT and T) it felt very heavy on the opposite side of the map from the outside, so to speak. For that reason it feels like a lot of the map is unused. I am also not a fan of the tight hall (the grey one) with 90 degree corners and the staircases that are so deep/tall. But that's just personal opinion. I was very hesitant about having a staircase / level in my own map, but have decided on some things that make it ok, so guess I shouldn't say you shouldn't have one :D

  • Guadalupe
    • July 27, 2015 at 4:59 AM
    • #13
    Quote from biXen

    Played a bit on this map against the bots while I worked on my sensitivity settings. I think it's a nice looking map, and there's a fun tight feel to it. I would say it feels pretty fresh, because I often feel many maps feel as a dust or nuke clone. I think some of your nice outside area/details could be shown more, you have pretty much walled it in with literally walls

    That said for the rounds I played, (full casual game on CT and T) it felt very heavy on the opposite side of the map from the outside, so to speak. For that reason it feels like a lot of the map is unused. I am also not a fan of the tight hall (the grey one) with 90 degree corners and the staircases that are so deep/tall. But that's just personal opinion. I was very hesitant about having a staircase / level in my own map, but have decided on some things that make it ok, so guess I shouldn't say you shouldn't have one

    Thank you for giving me feedback. I don't know why people follow the "if it's not broken don't fix it" and design their maps around dust2 and nuke, I think it inhibits people's potential. And I know what you mean about the walls, but I do hate in competitive maps when you have visual barriers that don't match physical barriers (such as a traffic barricade that you could jump over, but in actuality, it's a playerclip wall reaching to the ceiling). So, I tried to keep the barriers as consistent with what you're able to do as possible.

    The Ts vs. CTs on office is something I also wanted to avoid, and at that cost, I wanted to make it if anything CT sided. The basement portion in a mock competitive playtest with some friends was the only advantage to Ts that we saw, and it helped balance the amount of Ts that would have to dedicate to defending that area because of the ones that had to rush outside to defend that hostie. However, I understand what you're saying, it's tight, and the staircases are very steep (other people have told me this, too).

  • ScottehBoeh
    • July 27, 2015 at 11:46 AM
    • #14

    This looks nice. I love how you've added a sort of "branding" to the map. "Future Co." Nice touch :D

  • biXen
    • July 27, 2015 at 11:55 AM
    • #15
    Quote from Guadalupe

    Thank you for giving me feedback. I don't know why people follow the "if it's not broken don't fix it" and design their maps around dust2 and nuke, I think it inhibits people's potential. And I know what you mean about the walls, but I do hate in competitive maps when you have visual barriers that don't match physical barriers (such as a traffic barricade that you could jump over, but in actuality, it's a playerclip wall reaching to the ceiling). So, I tried to keep the barriers as consistent with what you're able to do as possible.

    The Ts vs. CTs on office is something I also wanted to avoid, and at that cost, I wanted to make it if anything CT sided. The basement portion in a mock competitive playtest with some friends was the only advantage to Ts that we saw, and it helped balance the amount of Ts that would have to dedicate to defending that area because of the ones that had to rush outside to defend that hostie. However, I understand what you're saying, it's tight, and the staircases are very steep (other people have told me this, too).

    I can understand that point, big dilemma for me how to block off players because on my map there's no natural way to do it. But I think because T's start where they do if you go on the outside of the map, the choke point ends up in a pretty boring place. It could have been interesting in the outside area, just a tad further along for the CT's. Especially considering the other choke is a hallway too.

  • Guadalupe
    • July 30, 2015 at 4:10 AM
    • #16
    Quote from ScottehBoeh

    This looks nice. I love how you've added a sort of "branding" to the map. "Future Co." Nice touch

    Thanks, I did my best to keep it authentic and give it a design around the name of the map.

    Quote from biXen

    I can understand that point, big dilemma for me how to block off players because on my map there's no natural way to do it. But I think because T's start where they do if you go on the outside of the map, the choke point ends up in a pretty boring place. It could have been interesting in the outside area, just a tad further along for the CT's. Especially considering the other choke is a hallway too.

    I think it depends how it's played. In the mock-competitive match I played, I noticed that intersections would happen for the CTs outside more towards the back of the truck, leaving them more out-in-the-open than the outside corridor. I made sure CTs also had a lot of control over the inside hallway, too, getting there far before Ts, but then again, everyone plays differently so it might've been different in your perspective.

  • biXen
    • July 30, 2015 at 8:41 AM
    • #17

    Yeah I played with bots so I don't know how representative it is. They seem to have different collective ideas on every round :) Anyway just a thought, it's one of the more enjoyable maps I've played in my latest workshop rounds so I guess that's positive either way.

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