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(WIP) de_supplyline

  • BT-
  • March 12, 2016 at 7:11 AM
  • BT-
    • March 12, 2016 at 7:11 AM
    • #1

    Hey everybody, I'm BT. I just started mapping less than two weeks ago and just finished a very basic outline to a bomb defusal map called de_supplyline. The story behind it is that this area is the main supply depot for counter-terrorists. At B-site you have a shipyard carrying supplies from the main base to the front lines. While at A site you have a garage and gas station used to keep their tanks and apc's running.

    Link to Workshop page: http://steamcommunity.com/sharedfiles/fi…s/?id=643434546

    Here is an overview of the map and it's pathways

    And here are some basic callouts. No idea if they will stick, but we'll see.

    My next thing on my to do list is to playtest and figure out if the if the Ct's get to their spots quick enough. Right now I think they get to A a second or two too late and to B a few seconds too early so shifting over ct should be the easy fix.

    Thanks for checking out my map. Please tell me what you think, suggest any ideas, and ask any questions you may have. Have a nice day!

  • BazzlingDalls
    • March 12, 2016 at 11:03 AM
    • #2

    Looks really great considering you just started mapping a few weeks ago, my first project was dog shit

  • baem123
    • March 12, 2016 at 11:33 AM
    • #3

    small tip: you can use "cl_leveloverview x" for better screenshots. you will need it for a radar, too.

  • BT-
    • March 12, 2016 at 8:30 PM
    • #4
    Quote from baem123

    small tip: you can use "cl_leveloverview x" for better screenshots. you will need it for a radar, too.

    Yup, I will add that soon.

    Quote from BazzlingDalls

    Looks really great considering you just started mapping a few weeks ago, my first project was dog shit

    Thank you!

  • BT-
    • March 14, 2016 at 2:26 AM
    • #5

    Made a couple changes today. I finally added water at B site. I probably won't keep the water texture, but it is just something to look at.

    I need to add an invisible wall at the edge of the water so people don't fall in. Can someone explain to me how I would do that?

    Also I added a few extra walls for places that the line of sight is too long. And fixed a few brushes that didn't belong.

    Next thing I'm going to do is add a radar and then upload the new version to the workshop tonight or tomorrow.

  • jUST_RUSH
    • March 14, 2016 at 6:28 AM
    • #6
    Quote from BT-

    Made a couple changes today. I finally added water at B site. I probably won't keep the water texture, but it is just something to look at.

    I need to add an invisible wall at the edge of the water so people don't fall in. Can someone explain to me how I would do that?

    Also I added a few extra walls for places that the line of sight is too long. And fixed a few brushes that didn't belong.

    Next thing I'm going to do is add a radar and then upload the new version to the workshop tonight or tomorrow.

    playerclip brush? As far as literally what you asked. There might be better design routes/tricks to achieve the same thing without going invisible wall though. I'll leave it to someone who isn't posting his/her first post right now. Looks good so far though!!

  • BT-
    • March 17, 2016 at 7:18 PM
    • #7

    Added something that I think is pretty cool

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