Hello everybody, I am working on a level called de_arpegio, my second map posted to the map core community.
Workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=508356644
It is set it a Belgian city, on top of a small river that runs through parts of the city. North of the map is more commercialized, larger and more expensive buildings. South, is heading towards a more run down, low level housing. At bombsite B, the base of church is the primary target, and as for A, i'm not sure yet.
Even though the map is still in greybox stage, I would like to post it here to get a wide variety of opinions on the layout, and detailing. I aim to finish this project in the space of 2 - 4 months, thanks everyone! Here is some screenshots:
I will start with the level overview, which should provide a pretty good view of how the map plays.
[Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/radar_basic.jpg]
Now here is the timings, each separated into a spoiler.
T ROUTES
Quote[Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/rout_t.jpg]
CT ROUTES
Quote[Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/rout_ct.jpg]
ROTATE TIMINGS
Quote[Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/rotates.jpg]
And now for some screenshots located around the level.
QuoteDisplay MoreThis screenshot is near CT spawn, at snipers nest. It is also the secondary connection to bombsite B, making mid control important for CT's
[Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/2015-08-27_00007.jpg]
T Entrance to bombsite A, on the left there is a drop zone. It serves as a way to descend into the basement area without being spotted quickly like the curved stairs on the right. The area is quite exposed for CT's rushing it, forcing them to favor a rush into apartments, right of the basement.
[Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/2015-08-27_00010.jpg]
T's entrance to B, meant to be like infernos banana, furthest away from the screenshot is the entrance to the courtyard before the church grounds. Over the edges of the low walls is water, which drowns you.
[Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/2015-08-27_00012.jpg]
Ok, this is middle, but from a far older screenshot. This should show you how middle and A connect up, its a one way trip from mid, down to A, which again, makes it a must for one CT to be watching middle. It is possible to boost back out onto mid, and the jump from mid to platform is very simple in the latest version, you can walk of the edge with a USP and land on the platform. Also, on the middle bridge, there is a ramp up to the wall which will most likely be themed as debris in the final version.
[Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/2015-08-17_00009.jpg]
And now for how I am going to detail the map. Here is a collection of reference images I took in Belgium, and some basic brushwork buildings. (Some are more W.I.P(y?) then others).
QuoteDisplay MoreSome building, in the middle of the map, where the richest properties are slowly making making its way into the lower tier buildings.
[Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/2015-08-25_00001.jpg]
The church, only blocked out in very simple brushwork.
[Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/2015-08-27_00003.jpg]
Here is the reference images, some random buildings I picked from my folder.
[Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/P1080718%20(Medium).JPG]
[Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/P1080719%20(Medium).JPG]
As I was saying, the lower tier, more run down area.
[Blocked Image: https://dl.dropboxusercontent.com/u/187567742/arpegio/P1080768%20(Medium).JPG]
That's all I have for now, thanks to anyone who leaves feedback on this thread!
Thank you Jackophant for your feedback and advice prior to this thread release!
Have a nice day -Teroust