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de_oakwood

  • Freaky_Banana
  • March 11, 2016 at 1:05 PM
  • Freaky_Banana
    • March 11, 2016 at 1:05 PM
    • #1

    So guys, after quite a while of silently working on the layout of Intelligence, I felt like the layout just didn't work too well and I have decided, to make a new map out of the theme. After working on this map for a while I am now finally happy with where I am (greybox) and want to present what I've done so far. I would really like to get some feedback in from you (especially on the area around B and on A site!) so I can work on the map to actually finish it this time around. (For theme and visual ideas, look further down the post after the screenshots). Enjoy the screenshots !


    Quote

    Layout:

    close view into A from CT side:

    A to mid connector

    A from A long entrance

    A from CT Spawn

    A long tunnel entrance:

    A Long

    mid from A to mid connector room

    A long tunnel

    B site from CT entrance

    B site from B long

    B site from T main

    B Long

    T main for B (with entrance to T mid to B on the right):

    B from retake room:

    outside B on the CT side

    T mid to B connector

    mid (T side to the left, entrance to A connector room to the right):

    T mid exits (to mid on the right, T mid to B connector on the left):

    T mid (big shot)

    view from A long into long T connector:

    T Spawn:

    watching entrance into A connector room from A site:

    CT Spawn isn't anything interesting to show really, so I left it out (it's plain empty space)

    Display More

    Theme and visuals:

    This is a surveillance facility run by the American governement. The Ts found its location and want to either blow up the big satellite bowl (going to be on A) or the server saving all the data (B). I was thinking of a setting in some American forest during indian summer, so imagine all the trees bearing yellow, red, orange and a few purple leaves. I've already set the ambient lighting to reflect some of this theme. The building walls are mostly supposed to be a very light (pastel) orange to fit this colour palette as well. The insides of CT side are supposed to be a steril blue (work that blorange baby!) whilst the outsides and T insides are of a relaxing orange. The entire thing is supposed to be hidden, so I imagine the trees to be hanging over the paths in some places, giving the outsides a half shady look. CT spawn will be a helipad maybe, but more likely just a dirt road (in that case I'd narrow it a bit). there will be one of these things over A:

    It is going to be a focal point, visible from nearly everywhere on the map's T or A side (but only as long as you are outside ofc ). ( Vorontsov I am so sorry the model you so generously made for me didn't even get into the map! I had mucked up something with the scale probably, at least it was about twice the size I needed...)

    That's all for my ideas. If you guys want me to I can also upload a graphic in which I show timings and standard defense positions for both sides .

    Anyone who wants to test it can download all the files from here: https://www.mediafire.com/folder/id5i9hdv115s3/de_oakwood .

    I Hope to hear of you guys soon !

    Cheers!

    Images

    • Long A.webp
      • 117.57 kB
      • 1,366 × 768
  • Aztk
    • March 11, 2016 at 4:45 PM
    • #2

    Use official light_environment settings from here:

    https://developer.valvesoftware.com/wiki/Counter-S…ensive_Sky_List

    Your light is 'too yellowish' and a bit distracting.

  • Freaky_Banana
    • March 11, 2016 at 4:50 PM
    • #3
    Quote from Aztk

    Use official light_environment settings from here:

    https://developer.valvesoftware.com/wiki/Counter-S…ensive_Sky_List

    Your light is 'too yellowish' and a bit distracting.

    I did use one of those at first, I didn't like it though and wanted the theme to be a bit different (as explained in the post above), so I changed the lighting. I would right now wait to see what others think of it before changing it back. But thank you nevertheless for the suggestion , I will keep it in mind.

  • Bodd Jonar
    • March 11, 2016 at 8:57 PM
    • #4
    Quote from Aztk

    Use official light_environment settings from here:

    https://developer.valvesoftware.com/wiki/Counter-S…ensive_Sky_List

    Your light is 'too yellowish' and a bit distracting.

    I will have to agree with this, the lightning does not look realistic one bit.

  • JustFredrik
    • March 11, 2016 at 9:04 PM
    • #5

    While I agree with the others that the lighting is too yellow and not realistic, I think its better to change your lighting into something original.

    For example looking at reference pictures and trying to recreate that lighting -instead of using Valves standard lighting, that is used on allready existing maps.

    The map looks intresting, like the theme. Looking forward to see your progress! :)

  • jakuza
    • March 11, 2016 at 10:36 PM
    • #6

    Original lighting is good, but this is just physically wrong. The color of shadows is the color of all combined light minus the light the object is blocking. Since here, the shadows are blocking the sun, the only light left comes from the sky, which is blue.

    Or in short, direct sunlight is yellowish/orangeish, while shadows are the color of the sky. So you'd need something like this: https://developer.valvesoftware.com/w/images/d/df/Sky_harvest_01.JPG as your skybox, which could look really cool imo. Right now it's uncanny valley territory though.

  • Vorontsov
    • March 11, 2016 at 11:42 PM
    • #7

    Don't stress the model pal, that's how development works ;). Good luck further! If you don't stop making you dont stop learning and gettin' gudder.

  • 1234567890throwaway
    • March 12, 2016 at 12:48 AM
    • #8

    This map really fits what I consider perfect for amount of entrances and cover for sites. I would recommend opening up the sites a bit and making the plant zones bigger. And the lighting right now is pretty neat, but I would tone it down a bit.

  • Freaky_Banana
    • March 12, 2016 at 2:22 AM
    • #9

    Ok so since you all agree on the lighting, I will change that, following JustFredrik 's advice, so trying to create an own but (thanks jakuza for the explanation on how lighting works) realistic lighting.

    @Goatacus : I do not know exactly how the sites would play for CTs who try to defuse. If I make the plantzones bigger there may be a lot of OP angles for defense for Ts. I will try to work something out though. I will also try to make the sites bigger, so that there is more open space for skilled gunfights. For this I would probably make B a bit longer and scale up A like so:

    Is this about what you thought of ?

    I also consider pulling B slightly down towards CT side, because the timings are REALLY tight there right now. Both B Long and B main are peaked by Ts and CTs at around the same time so I should probably fix that ^^.

    I will hit you guys back tomorrow with an update, until then.

    Cheers!

    aunt Edit says: PS: just an afterthought: Do you think gaining control of mid to CT / CT itself is too powerful for Ts because they can cut off rotates down there 100%, only leaving open the T side entrances into the bombsites ?

  • Freaky_Banana
    • March 13, 2016 at 1:48 PM
    • #10

    Ok guys, so I have been working today and wanted to share the progress, eventhough I haven't done the lighting yet. The blocking is way more than I thought. Also I lengthened B but didn't like it. The cover simply didn't work out well anymore. Also I figured like B would feel more open with the reworked B long and T main in place anyways. For now I will just change it back to the old version of B. Tell me what you think about it please .

    List of changes:

    - reworked B long to make it more of an AWP angle. This includes the Ts having to gamble. CTs should reach the aggressive sightline around two seconds after Ts do (but there's multiple popflashs for CTs who want to go aggressive) but can just choose to safely hold an angle a bit further back (which is still longer than what was in B long before).

    - bigger A site

    - deleted angle from A to mid connector room

    created a new angle from A to the entrance of A long tunnels

    I only have editor shots for now unfortunately, but enjoy those nevertheless !


    Quote

    Deleted angle into mid

    new angle into long

    bigger A site

    new B long

    Cheers!

  • JSadones
    • March 13, 2016 at 11:58 PM
    • #11

    I'm also working on a project that has a similar kind of theme/story.

    It will be interesting how both projects will work out !

  • Freaky_Banana
    • March 14, 2016 at 12:30 PM
    • #12
    Quote from JSadones

    I'm also working on a project that has a similar kind of theme/story.

    It will be interesting how both projects will work out !

    Yea, it definitely will :) . Good luck for satellite ;) !

  • Freaky_Banana
    • March 14, 2016 at 3:29 PM
    • #13

    here is the small update I promised you guys (download link: https://www.mediafire.com/folder/qvhmd12mdnw1l/oakwood_6) It features better lighting, a new B long, a bigger A site and new B site placement.


    Quote

    I am still not one hundred percent sure on whether I already like the timings on B, which is why I am still toying with the idea of putting it even further back towards CT.

    Tell me what you think !

  • Freaky_Banana
    • March 14, 2016 at 10:09 PM
    • #14

    Another small layout change: so here is v7:

    The playable version is here : https://www.mediafire.com/folder/6cyi4yut344du/oakwood_7 /emoticons/[email protected] 2x" title=":)" width="15">

    Keep the feedback flowing. I am planning on applying for a playtest soon so anything you want fixed before that happens, you should tell me soon /emoticons/[email protected] 2x" title=";)" width="15"> .

    Cheers!

  • Freaky_Banana
    • March 15, 2016 at 10:01 PM
    • #15

    And yet another supersmall update. I decided to change Long B again even before the playtest. Here is the new overview picture and a few screenshots. Enjoy /emoticons/[email protected] 2x" title=":)" width="15"> .

    Here is the download link as usual: https://www.mediafire.com/folder/cbue8w9d19aet/de_oakwood_8

    Furthermore I have submitted this version for the playtest on sunday. See you there /emoticons/[email protected] 2x" title=":)" width="15"> !

  • Shima33
    • March 16, 2016 at 7:41 AM
    • #16

    Green's a bit of a weird colour for the lighting. Make it a sunset yellow, perhaps? Other than that, I'm quite liking it. A circular bomb site is unique in of itself, and the lack of a clear-cut Mid makes finding sniping spots a bit more intelligent than "Go to mid > Find Vantage Point > Shoot". What are the timings like?


    Personally, I'd spam a heckload of trees and plants to keep all the greenery and keep it looking like it's a forest, and then make the sky a lovely sunset yellow, like you're fighting at sunset. Also, is it just me who imagines a big ol' barn somewhere on this map, or a wood mill, or something along those lines? Perhaps in mid, to make the map really stand out?

  • Freaky_Banana
    • March 16, 2016 at 12:53 PM
    • #17

    Hey, thanks for the feedback /emoticons/[email protected] 2x" title=":)" width="15"> !

    Quote from Shima33

    4 hours ago, Shima33 said: Green's a bit of a weird colour for the lighting. Make it a sunset yellow, perhaps? Other than that, I'm quite liking it.

    Do you feel like the lighting is greenish inGame or was this just judging from the screenshots ? Becasue I think those may have a slightly different look than inGame atm (something weird about those reflectivity textures I'm tellin' ya ! /emoticons/[email protected] 2x" title=":D" width="15"> ).

    Quote from Shima33

    4 hours ago, Shima33 said: A circular bomb site is unique in of itself, and the lack of a clear-cut Mid makes finding sniping spots a bit more intelligent than "Go to mid > Find Vantage Point > Shoot". What are the timings like?

    Thanks for the compliments on A. It is actually the site I had worked out as the very first part of the map, its first iterations are also to be seen over on Intelligence. The timings are still the same as marked on the layout picture of v7 (except for B Long), so Ts have first acces to the angle in mid, A Long has about one second advantage for CTs, B main can now be held down by CTs working with a comfortable advantage of around four seconds until Ts reach the entrance into the building (they can already hold the sightline to the building's exit before that though, so CTs pushing superaggressive may be punished by attentive Ts !) and B Long is reached by CTs after twelve seconds, whereas Ts need an estimate 14.

    Quote from Shima33

    4 hours ago, Shima33 said: Personally, I'd spam a heckload of trees and plants to keep all the greenery and keep it looking like it's a forest, and then make the sky a lovely sunset yellow, like you're fighting at sunset. Also, is it just me who imagines a big ol' barn somewhere on this map, or a wood mill, or something along those lines? Perhaps in mid, to make the map really stand out?

    I will put in a load more trees, when I start to detail and to optimize. For now I fear that the trees may be FPS heavy, considering their amount and the testing skybox (a hollowed out block). But don't worry, later there will be plenty of them /emoticons/[email protected] 2x" title=";)" width="15"> .

    I like your idea for the sky, that's what I will be aiming for, but for now my priorities are in gameplay and basic visuals, so I will get to the more advanced stuff like a custom skybox later /emoticons/[email protected] 2x" title=":)" width="15"> .

    The barn would certainly fit the theme for anyone who doesn't know the backstory. And I assume here that most casual players won't read that before playing the map (at least I never do that myself /emoticons/[email protected] 2x" title=":D" width="15">!). But after reading the story I want to set for the map, a barn is not something to be around the borders of a secret government facility. For giving the map that unique feeling I thought of using tons of displacements, partially even ontop of the facility's roofs, to give the area the feeling of actually being hidden somewhere in the woods. The problems I am facing here, is that I am not too great at working with displacements yet, but I guess that will become ok thanks to the practice I work on this project.

    For now thanks for the feedback and Cheers! /emoticons/[email protected] 2x" title=":)" width="15">

  • Freaky_Banana
    • March 17, 2016 at 9:53 AM
    • #18

    This may interest a few of you: I uploaded the map to the workshop (called it de_security) for the upcoming playtest on sunday. Here is the link for anyone who wants to check it out /emoticons/[email protected] 2x" title=":)" width="15"> .

    http://steamcommunity.com/sharedfiles/fi…s/?id=646851811

    See you at the playtest /emoticons/[email protected] 2x" title=":)" width="15"> .

  • Freaky_Banana
    • March 21, 2016 at 10:47 PM
    • #19

    Small update here:

    I started detailing a bit, just to show, where I want to go with this. Enjoy /emoticons/[email protected] 2x" title=":)" width="15"> :


    Quote

    Spoiler

    also here is a weird graphical issue: Does anyone know what it could be caused by?

    v10 implementing these changes is live on workshop now !

    http://steamcommunity.com/sharedfiles/fi…s/?id=646851811

    I happily await any criticism /emoticons/[email protected] 2x" title=":)" width="15"> !

  • Freaky_Banana
    • March 25, 2016 at 1:05 AM
    • #20

    Hey guys, another update hits! With the update I tried to implement some verticality, more foliage and a bit more detail and map connecting theme. Did I manage? Before the playtest tomorrow, I just wanted to show you guys where I am at right now. Any C & C is welcome /emoticons/[email protected] 2x" title=":)" width="15"> .

    Cheers!

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