Hello everybody.
This is it, after de_spice I'm back with my second CS:GO map: de_canaveral (working title) and it takes place in a building complex of a certain four-lettered space agency. Of course, the map is purely fictional and not based on any real building or anything.
Settings, Story and Terrorist Motivation
One of the core aspects I learned about from criticism of my first map was that a cohesive setting and story is very important to people. So this time around, it's all about a new alternative rocket propulsion prototype that this space agency is developing that shows promise of being much more potent than conventional solid or liquid rocket thrust. Serious environmental concerns have arisen and, after demonstrations and protests have not achieved government intervention, a group of people has formed that are willing to do whatever it takes to stop the project.
This setting allows me to re-use the new de_nuke assets but I am prepared to supply custom textures and models as well. The general tone of these space agency facilities is very bright and clean making for great contrast against darker player models!
Layout
Let me show you the first version of the layout that I just finished:
[Blocked Image: http://i.imgur.com/LFVVfVD.png]
As you can tell, de_canaveral is a modern midless map as I was growing a little tired of Dust 2/Mirage rip-offs (which my first map de_spice certainly was guilty of as well). This is more in the vein of de_cbble or de_overpass as far as the layout is concerned. Ultimately, the map currently is very compact. I do think it has everything it needs for now but it still feels small. As far as design, I played with some interesting non-90 degree geometry. Essentially segments of the level (instances) are either grid aligned or 30 degrees rotated to the left. It will be a challenge to line these up in Hammer!
Cover and other room objects are not in the sketch and will be added later. The lines between the pillars at the balcony near bombsite A are breakable glass windows. The curved wall near connector consists of boarded up windows which you can't see through but can wallbang and throw nades over to prepare an A take. Also, the long sight line from CT spawn through the bombsite B to outside will be blocked with cover at the bombsite, I don't want this to be a one-dimensional sniper shooting range!
Another important goal for this design was to counter two trends that I see in new Operation maps and that I personally dislike (and I've seen this reflected on reddit a bit as well): Too many connectors (I want to resist the urge to add a connector from control room to A for example etc.) and angles that are very long range and heavily favor AWP usage. This is not meant as an insult to the highly talented mapmakers of Cruise, Tulip, Empire and so on, just my personal taste if you will.
What's Next
So that's where I'm at right now - a Photoshop sketch. I want to get this past you and some other players/testers that I know (essentially if Global Elites think it's okay then that's good haha) and then start with a Sasha Greybox. Then we'll test and refine that and start converting it into the full and final map.
I'm very interested to hear your thoughts and concerns about the layout. Thanks ahead of time and cheers!