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[CS:GO] de_section (WIP)

  • Pivac
  • August 31, 2015 at 8:00 PM
  • Pivac
    • August 31, 2015 at 8:00 PM
    • #1

    Map: de_section - Bomb Plant/Defuse (Work in Progress)


    Hi, this is my first bomb plant/defuse map for CS:GO. I will post my progress here, comments and critiques are welcome.

    Currently this is in planning stage, not a single part of the map has been made yet in Hammer (except for custom model testing). The name may be changed, just couldn't think of anything good that isn't already on Steam Workshop.


    Some basic info about the map:
    - Setting: Biohazard materials transport and disposal company warehouse/storage area
    - Terrorist mission: destroy biohazard crates/transport trucks
    - Counter-terrorist mission: protect biohazard crates/transport trucks

    Main design principles:
    - Relatively simple layout
    - Equal win chance for both sides (obviously)
    - Balance between visuals and performance (focus on optimisation)
    - Avoid too much useless detail/visual clutter, but still has to be nice looking
    - Avoid extremly dark/bright areas, player models should be easy to spot
    - Make smart use of standard brushes, clip brushes and models to avoid player getting stuck unexpectedly
    - Use custom models, but make sure hitboxes correspond to visual models and make them relatively "wallbangable"
    - Each area of the map will be visually/structurally specific to help players orientate and memorize (dirty sewers, modern warehouse interior...)

    Other notes:
    - Open skybox as much as possible to allow for some creative smokes
    - Rush encounter points, rotation times, etc. should roughly meet CS:GO standards
    - Choke points should be a little wider than they mostly are in CS:GO (but smokes still need to be effective)
    - Some walls will be effectively wallbangable (those which are thin in my layout preview, for example the wall between CT spawn and mid)

    Everything will be adjusted, changed or even removed/added based on feedback.


    Layout sketches:

    Quote

    [Blocked Image: http://i.imgur.com/bqXkdMI.jpg?1]

    [Blocked Image: http://i.imgur.com/7O9u88F.jpg?1]

    [Blocked Image: http://i.imgur.com/KClqVV9.jpg?1]

    Some concept art I did to help me when I get to work on brushes, textures, etc. (not going to look exactly like this):

    Quote

    [Blocked Image: http://i.imgur.com/Tut5rCz.jpg?1][Blocked Image: http://i.imgur.com/gBgtAhg.jpg?1]

    Some custom models test (biohazard crates and metal pallets):

    Quote

    [Blocked Image: http://i.imgur.com/DnLyhRC.jpg?1]

  • Quotingmc
    • August 31, 2015 at 8:25 PM
    • #2

    Good presentation. Nice looking layout as well.

  • tchick
    • September 1, 2015 at 10:53 AM
    • #3

    I like how you plan your work and how clean it is! Please, could you tell us what soft did you use to sketch your level design? Thank you, good luck !

  • Pivac
    • September 1, 2015 at 5:05 PM
    • #4

    Thanks for comments guys

    tchick, for these sketches I used Blender http://www.blender.org/

    It's a bit tricky to learn and takes some time, but it's really useful for a lot of things. I also created custom props using it.

  • laminutederire
    • September 1, 2015 at 6:11 PM
    • #5

    Have you started on source engine yet? If so, have you checked timings? It looks very stretched out. I say that because my level looked basically the same on paper, but after testing it appeared that rotation times were very long, so I'd suggest to keep that in mind for your level :)

  • Pivac
    • September 1, 2015 at 6:50 PM
    • #6

    I haven't started to work on the actual map yet in Source/Hammer, but I expect there will be some problems and things that need to be changed. It definitely is a bit stretched. I have tried to avoid spawn areas being too far away from gameplay area (like terrorist spawn on Inferno for example), that's one of the reasons it looks stretched as well.

    I will adjust all timings to be reasonable, based on similar structured maps which this map was mainly inspired by: dust2, mirage and cache.

    Thanks for your feedback! :)

  • tchick
    • September 1, 2015 at 8:38 PM
    • #7

    Hey I was thinking about your cool level design sketch, if you use blender you should be able to more or less quickly learn 3DsMax and with it save your design as an .obj file and open in with 3dsMax. Then you could use the Wallworm model tool to export your 3D directly to Hammer.

    All information here :
    http://dev.wallworm.com/topic/2/wall_worm_model_tools.html
    Shawn Olson the guy who is working on this tool is active on this forum.

    Good luck Have fun :)

  • laminutederire
    • September 1, 2015 at 8:57 PM
    • #8

    3ds max isn't free which is probably why he isn't using that, but there are the same tools for blender developed by valve

  • Pivac
    • September 1, 2015 at 9:33 PM
    • #9

    Yup, I'm using Blender since it's free, there are many noob-friendly tutorials around which helped me learn and I can do everything I currently need with it. But it's true what you said tchick, once you learn any of these programs such as 3ds max, Maya, Blender, etc. and the general principles in 3D modeling, switching between them shouldn't be too much of a problem.

    Anyway, I'm using Blender Source Tools to export models from Blender to Source and it's been working well so far (and they seem to update regularly):

    https://developer.valvesoftware.com/wiki/Blender_Source_Tools

  • jackophant
    • November 17, 2015 at 1:38 PM
    • #10
    Quote from laminutederire

    3ds max isn't free which is probably why he isn't using that, but there are the same tools for blender developed by valve

    What are these valve developed tools?

  • laminutederire
    • November 17, 2015 at 2:19 PM
    • #11
    Quote from jackophant

    What are these valve developed tools?

    those are import tools which were developed by valve for sketchup or blender or 3d software to export into vmf or smd :)

  • jackophant
    • November 17, 2015 at 2:29 PM
    • #12
    Quote from laminutederire

    those are import tools which were developed by valve for sketchup or blender or 3d software to export into vmf or smd

    what are their names? I'm not aware of any valve developed tools

  • laminutederire
    • November 17, 2015 at 3:29 PM
    • #13
    Quote from jackophant

    what are their names? I'm not aware of any valve developed tools

    they are plug-ins :)

    here

  • Harry Godden
    • November 17, 2015 at 3:35 PM
    • #14
    Quote from laminutederire

    they are plug-ins

    here

    Yeah these are developed by independant orginisations, users just write the docs as it is source related. As far as im concerned valve only really support 3dsmax.

  • Pivac
    • November 17, 2015 at 5:55 PM
    • #15

    That addon is not developed by Valve, but whoever is developing it is doing a great job.

    Btw I'm still working on this map, been busy creating and testing some custom content (textures, models). I will post some screenshots and small layout changes soon.

  • Pivac
    • December 2, 2015 at 9:58 AM
    • #16

    Finally an update:

    All main brush-work is pretty much done, still need to properly texture everything, add details, props, clip brushes and optimize it (hints, area portals, etc.). Generally layout hasn't changed much, though it is not as stretched out as in sketch pictures. Mid area felt too open, easy to push by the Ts and hard to defend by the CTs, so I shrinked it down. Rush timings are roughly between 9 and 12 seconds, with both sides reaching their sniping positions in mid in around 3-4 seconds. Rotation time between bomb sites through CT spawn is roughly 13 seconds (which is alright according to this topic).

    Overview of the map with main rush encounter spots, timings and routes:

    Quote

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

    I have spent a lot of time working on custom textures. All of them are created completely from scratch in Blender and Gimp (which allowed me to bake really nice normal maps). Here are two 1024*1024 textures used on bomb sites (metal warehouse) with partly shown normal and specular maps:

    Quote

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

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

    And some screenshots of B site (A is going to look similar, but chemical transport truck will be placed on bomb plant area instead of red crates). I'm partially color blind, so tell me what you think, is the red color too intense, is there too much of it? Some more details (props) will be added, but the general appearance is there:

    Quote

    [Blocked Image: http://i.imgur.com/54iahNa.jpg]

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

    Quote

    [Blocked Image: http://i.imgur.com/hksth4M.jpg]

    One close-up (sun reflections are nice):

    Quote

    [Blocked Image: http://i.imgur.com/EcaqbL9.jpg]

  • Freaky_Banana
    • December 2, 2015 at 1:58 PM
    • #17

    Looks sweet!

    I love the colour palet of the very bright and mat reds. The only thing I imagine, is that it's annoying to walk over metal all the time. Maybe you should change the floor's sounds to laminate or something like that.

  • Pivac
    • December 2, 2015 at 4:01 PM
    • #18

    Thanks :)

    Metal is only on bomb sites, the rest of map is mostly concrete, so I don't think it will be annoying. And the exact area where bomb is planted is using rubber texture/material from new Train.

  • Freaky_Banana
    • December 2, 2015 at 7:24 PM
    • #19

    Perfect, sounds like a good idea :) .

  • Pivac
    • January 28, 2016 at 8:31 PM
    • #20

    Still working on the map, progressing slowly but surely.

    I have a question for mappers whose map got into one of CS:GO operations (I'm hoping this one will too, time will tell though):

    What is Valve's stance regarding use of textures from sites like textures.com (former cgtextures.com)? From what I understand textures.com allow their textures to be used in such way as long as it is a part of 3D model/map and not sold individually. I'm using their textures only to add detail to my own textures and make them look more realistic (overlaying them over my own basically). So if my map ever gets a chance to be featured in operation could this be a problem?

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