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[WIP] de_monaco

  • VIOLATION
  • October 1, 2015 at 4:09 AM
  • VIOLATION
    • October 1, 2015 at 4:09 AM
    • #1

    A defuse map set within the beautiful city-state of Monaco, set during the preparations/day of the Monaco Grand Prix.

    This map is heavily WIP and started from a multitude of scratched ideas, settings, and "layouts". As of this initial post there is no true layout (something desperately struggling with) and the map itself began out of a small theme map.

    As of now there is limited custom texture/model work and there are some borrowed assets (hopefully just as placeholders) from Marquis.

    Screenshots:

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

    [Blocked Image: http://i.imgur.com/E9FOLyg.jpg]

    [Blocked Image: http://i.imgur.com/f4SD9ZF.jpg]

    [Blocked Image: http://i.imgur.com/e8zsL4k.jpg]

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

    General overview so far:

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

    Currently I am in a sort of limbo when it comes to expanding the layout and coming up with bombsite concepts/layouts as well and not much has been done recently besides a few scrapped attempts to work on the layout and general detailing. Hopefully it'll get somewhere eventually though, but only after an immense amount of testing I'm sure.

  • jackophant
    • October 1, 2015 at 11:35 AM
    • #2

    It looks nice and all, but don't you normally want to test it before it gets to this level of detail?

  • General Vivi
    • October 1, 2015 at 12:30 PM
    • #3

    Yes, looking nice! you must add the famous hairpin turn in!

  • VIOLATION
    • October 1, 2015 at 7:35 PM
    • #4
    Quote from jackophant

    It looks nice and all, but don't you normally want to test it before it gets to this level of detail?

    I honestly do agree with that approach entirely and wish I had used it in hindsight, getting a rough layout out and all that before doing anything else but the scene itself had started just from attempting to recreate a reference photo and over that period of time I was inspired again to create a defuse map around that theme, preferably building off of what already exists.

  • Klems
    • October 1, 2015 at 11:55 PM
    • #5

    Monaco is a pretty modern and clean city. There's lots of big roads everywhere and lots of elevation, it's weird.

    I would get rid of these barrels and rock walls, it doesn't fit the them IMHO.

    It's actually a really nice theme, lots of potential! Both in layout and visuals.

    Quote

    [Blocked Image: https://meileitravels.files.wordpress.com/2012/11/dsc09935.jpg]

    [Blocked Image: http://www.cityphotos.info/photos/6600%20monaco%20monte%20carlo%20monaco%20streets%20thumbnails.jpg]

  • Squad
    • October 2, 2015 at 1:38 AM
    • #6
    Quote from VIOLATION

    I honestly do agree with that approach entirely and wish I had used it in hindsight, getting a rough layout out and all that before doing anything else but the scene itself had started just from attempting to recreate a reference photo and over that period of time I was inspired again to create a defuse map around that theme, preferably building off of what already exists.

    It looks pretty nice so far. Would love to see this turn into a fully functional csgo map I do agree with some of the points @Klems brought up, about the rocks and the barrels.

    Don't be encouraged by the "wrong" approach you used until now. While certainly not ideal, it doesn't mean this couldn't turn into something good!

    Can you post an overview?

  • VIOLATION
    • November 10, 2015 at 1:52 AM
    • #7

    It's been a while and even though I've done some tweaks and messing around I'm still at a total loss for layout design. Here's basically what I'm working with right now

    [Blocked Image: https://i.gyazo.com/2e16deb5fd506c508d35f105ec9ad5f0.png]

    here's a view of what's playable currently (red):

    [Blocked Image: https://i.gyazo.com/66058798ee62d9cb823f909655b0c171.png]


    the area in the upper right is a rough idea of what I wanted one of the bomb sites to look like and has been moved around a few times, currently resting in a pretty poor position imo.


    Any suggestions would be really appreciated (?)

  • FMPONE
    • November 10, 2015 at 1:04 PM
    • #8

    Friendly advice, don't try to do what you're doing.

    Go back, do a true greybox, get a complete layout down. THEN apply some of the cool art you're working on. Do not try to fasten a layout onto a piece of artwork, it's just asking for trouble. Plus, by the time you go back, you'll have more practice with art and do better art.

  • laminutederire
    • November 10, 2015 at 1:13 PM
    • #9
    Quote from FMPONE

    Friendly advice, don't try to do what you're doing.

    Go back, do a true greybox, get a complete layout down. THEN apply some of the cool art you're working on. Do not try to fasten a layout onto a piece of artwork, it's just asking for trouble. Plus, by the time you go back, you'll have more practice with art and do better art.

    I think most of us are doing that mistake because of the lack of feedback we usually have before we start detailing. Texturing a bit can help gathering feedback and detailing even more. I think your advice is great, I try to restrain myself as much, but the greybox stage is sometimes hard to progress in because of that :) I think that's why he did that.

  • VIOLATION
    • November 30, 2015 at 1:23 AM
    • #10

    Worked out a rough layout just with some bot playtesting over the past few days. Hoping to get a lot more on that done and get it tested it out on the server at some point.

    [Blocked Image: http://i.imgur.com/xHmGIz2.png]

  • Quotingmc
    • November 30, 2015 at 10:16 AM
    • #11
    Quote from VIOLATION

    Worked out a rough layout just with some bot playtesting over the past few days. Hoping to get a lot more on that done and get it tested it out on the server at some point.

    [Blocked Image: http://i.imgur.com/xHmGIz2.png]

    Do you have any circuit in it currently? I would love to see at least a little, maybe a spawn could be a section.

  • VIOLATION
    • November 30, 2015 at 11:32 PM
    • #12

    [Blocked Image: http://i.imgur.com/mLJF0gn.jpg]

    Ignore the super low quality model if you can, more of a placeholder than anything.

  • Squad
    • December 1, 2015 at 2:01 AM
    • #13

    That's so cool :D

    Kinda hard to tell from the overview you posted yesterday, but are you taking the map back to a (more or less) greybox phase?

    Is there a playable version available somewhere?

  • VIOLATION
    • December 1, 2015 at 3:31 AM
    • #14
    Quote from Squad

    That's so cool

    Kinda hard to tell from the overview you posted yesterday, but are you taking the map back to a (more or less) greybox phase?

    Is there a playable version available somewhere?

    I've essentially started from scratch keeping only the theme/basic visuals in regards to layout and have been working on making a proper greybox with some basic detailing to set a feel for some props and textures.

    Right now I haven't put anything up officially and have just been getting feedback from friends/playtesting with bots as I bounce different layout ideas around.

  • TooProForYahoo
    • December 1, 2015 at 3:26 PM
    • #15
    Quote from VIOLATION

    I've essentially started from scratch keeping only the theme/basic visuals in regards to layout and have been working on making a proper greybox with some basic detailing to set a feel for some props and textures.

    Right now I haven't put anything up officially and have just been getting feedback from friends/playtesting with bots as I bounce different layout ideas around.

    It would be nice to get a greybox posted, as MapCore has a lot of great minds that may be to your use. Better now than later when you are detailing and we find a flaw in your map, and have to restart.

  • Quotingmc
    • December 1, 2015 at 5:56 PM
    • #16
    Quote from VIOLATION

    [Blocked Image: http://i.imgur.com/mLJF0gn.jpg]

    Ignore the super low quality model if you can, more of a placeholder than anything.

    It seems a little narrow for a race track, even for Monaco. Also the markings in the ground suggest this the the start/finish line, a wider piece of track with grandstands and the whole pits. I would widen it a little and remove the floor markings. The gap in the barriers is very unrealistic. The only gaps in real tracks are run off areas and the entrances run parallel to the track with the entrance at the opposite direction the race to avoid a car spinning off into one, it would have to go back on itself to do so. Getting real picky but why would they leave a several million dollar car on the track? It is not like the whole grid of cars was abandoned just before the race started. Sorry to sound picky but I really want this map to be as awesome as possible. Nice start though, looking foward to more.

    Real monaco start/finish:

    Quote

    [Blocked Image: http://ichef.bbci.co.uk/onesport/cps/624/mcs/media/images/83203000/jpg/_83203934_nicorosberg.jpg]

  • VIOLATION
    • December 3, 2015 at 4:07 AM
    • #17

    Also just did a complete new greybox as well to test out, doing no detailing whatsoever this time

  • Quotingmc
    • December 3, 2015 at 7:12 AM
    • #18
    Quote from VIOLATION

    Also just did a complete new greybox as well to test out, doing no detailing whatsoever this time

    [Blocked Image: http://i.imgur.com/JDEtnGX.png]

    looks like if you take the main route to A or B and fail, you will have a huge rotate through that super long T spawn area.

  • VIOLATION
    • December 3, 2015 at 9:25 PM
    • #19

    Keeping that in mind I tried to make the whole map a bit more connected to mid [Blocked Image: http://i.imgur.com/EXAjH67.png]

    timings (~) now are:

    T                                    CT

    A: 13s 9s

    B: 11-12s 7s

    Mid: 2s 5s


    rotate times are about 12-13s through CT spawn/upper mid and 16-17s through mid. I feel like this are a bit too long, and still feel like the upper left portion of the map is a bit too isolated. Thinking about making that one entrance to B connect straight down to mid as well.

  • VIOLATION
    • December 7, 2015 at 12:17 AM
    • #20

    A bit of visual work/some layout adjustments

    [Blocked Image: http://i.imgur.com/TZug3zj.jpg]

    [Blocked Image: http://i.imgur.com/f2zmi5V.jpg]

    [Blocked Image: http://i.imgur.com/F5e9IZL.jpg]

    [Blocked Image: http://i.imgur.com/1Uagcwm.png]

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