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[CSGO] [WIP] de_aquablast

  • Motanum
  • August 29, 2016 at 7:56 PM
  • Motanum
    • August 29, 2016 at 7:56 PM
    • #1

    Hello guys!

    The indoor water park AquaBlast has received a bomb threat from a terrorist group.

    On my previous map, I couldn't get to do any water attractions, so for the past few weeks I have been having an itch for making water slides. So I started working on this project for the past weeks and a half. The map is still a very heavy work in progress. And currently have a layout which I hope to playtest soon, as well as working on a few water slides, to get an idea of how much work and time making the water slides will take. I made the map with an idea in my head of what each area will be, so detailing will just be a matter of time and dedication to bring up the map into the visuals I have in mind. My plan is for it to be much less cartoony than my previous map, pharaoh.

    The main source of inspiration is Akvapark (Google Maps), in Latvia, where I used to live years ago and have fond memories. I do however use reference images from many places. I think the biggest difference is the size, to fit the size of a csgo map, I had to make the main building (middle) smaller than what a real water park would be like. The indoors area and pools will have glass ceilings, so you can break them off and throw nades from room to room, which should help out with nade preparation before trying to take over a site. So, it's indoors, but with the functionality of outdoors.

    I will keep this thread updated as before, but I still have no clue how often that would be. The weekly updates from pharaoh, were good for me, it helped me get my thoughts on "paper" and I had a clear idea of what I should be focusing next at the beginning of the week. So there is a chance that I may retake that. Or I could just post here all my thoughts. Time will tell.

    Some screenshots of course!

    Middle of the map. It has a empty wave pool, a lazy river, a toilet bowl water slide, as well as some extra minor features. Like a dive slide, and a tunnel for the river. I am not sure the extent of access to players for the top area (heaven), I fear it may add too much veritcality to the map for the defending CTs. CTs come in to middle from behind the toilet bowl.

    Spoiler


    Bombsite A

    Bombsite A is on the outside area of the map. It has part of the river as well as a gate for the torrent, the current generator for the wave. It fills up with water and then rushes it towards the river. It has some bars to prevent guests from getting to dangerous areas. Then, on the pool at the lower level is 3 body water slides. I think they will be called podium, and be bronze, silver and gold. You can use the bronze one to climb up, in case the main access gets smoked out.

    Spoiler

    Bombsite B

    Bombsite B is the arrival of 2 intense water slides. I haven't worked much on that area. It is very close quarters, so probably a target for Ts when they can't afford very expensive items. I am not sure of the cover placements, and i have to see how the play test session goes, and see if the entrances are alright as they are. The balcony on top is accessible by boosting only. The stairs shown are the access way for the Ts, its the contact point if both teams rush, although, I expect CTs to don't rush, so they can set up nades to defend.

    Spoiler

    T spawn. They come from the back of the building. Have a neat story line idea for how they got there, so I guess you guys will have to wait till I work on that area to know the story for that.

    Spoiler

    CT Spawn. The CTs come from the lockers room and showers from the main entrance of the park after the ticket booth. Again, some ideas and reference images for that room, but those will have to wait for another time, for when I work on the room.

    Spoiler

    Finally, here is the radar image. A bit outdated as I made it before the water slides tests. it should help you guys out to figure out the layout. Nothing very new or different. It's the typical clover. I also try to avoid as many overlapping floors as possible, as I find those very confusing in other maps. basically, the most it overlaps is on the stairs at the bottom left.

    Spoiler

    That is all for now. I hope I can have the time to stick with this project again. I have a lot of work to do on the map, but if I can get it to where I envision, it should be self motivating to work on as well as being a pleasant place map to walk around and play.

    Cheers!

  • Motanum
    • October 3, 2016 at 10:53 PM
    • #2

    So it has been over a month, and i thought it is time to update you guys. We had a playtest from Mapcore last Thursday, it went well I think. It was fun and besides some minor issues, I think it was a good test that brought out some issues with the map which I have been working on. There are quite many changes and I don't have time to go through all of them in detail, but if you guys have questions, please ask.

    T Spawn. I spent quite some time with T Spawn, blocking out some visuals I had in mind. Still some work to do, like the restiveness bushes but I think it helps out to tell the story of the map for now for those who look at it. Not a big change from the layout perspective.

    Spoiler

    Queue Stairs. I rotated the pipes so that terrorist can now throw some nades from the stairs towards middle. CTs could molotov out the mid entrance at T side which gave CTs a huge advantage. i also added a little room on the side so Ts can hide and wait for nades do dissipate before pushing out.

    Spoiler

    Middle. general thoughts are that it felt too cluttered. While I intended the middle are to be busy with props and pools, it was too much. Too much cover, too many angles. I simplified it a bit by remove some slide ends and making them some shallow pools. There is lot of height changes, but it reduces greatly the amount of angles and cover on the area. I also changed the wave pool walls to the T side, so Ts can have cover to run to when they push out. It was too much of a bottle neck, where if you managed to push out, you had very little options to go to. Bots run with rifles out, so I managed to get to middle quicker than them which gave me a false sense of timing. It should be much more even now.

    Spoiler

    CT Spawn, not many changes overall. Some testing for art pass, consensus was that it felt too crowded, so I expanded that area already.

    Spoiler

    Lower Pool and Toxic Repository. The green slide will have a waste repository theme to it. it's a cave where radioactive waste from nuclear reactors are kept. It gave me a chance to have one place called toxic, use a bunch of Nuke props, and to look interesting. The slide is a placeholder, it will have it's own unique model. However, the change to it came from making the path to A site longer for terrorist while reducing the chokepoint at the little door that was before. There is still a chokepoint but it's wider and further back on the trajectory, after which giving many options to spread out. The 3 water slides, podium I call it, will have to go some changes. before you could climb up any of the slide entries and shoot from anywhere, which made the Ts very vulnerable as they had no idea where the CT would peak from. I changed it to block the area with props and will add some rocks to simplify the layout over that area. The slide which you can climb on the side is proving to be a bit annoying to navigate, more clip work is required there. Huge disadvantage as when you move to shoulder peak if you miss you will slide down missing your position.

    Spoiler

    Bombsite A. Mostly the same. Got some visual updates. There is an issue with the torrent props, where the collisions will sometimes screw you up and stop you. And also one model has an issue with lighting (Thanks Source!) which is baffling to me.

    Spoiler

    Bombsite B. This bombsite was pushed further back to CT spawn. The window on the side suddenly made the room not feel so claustrophobic. it was quite tough to play around as a T this time. This is the harder bombsite, but I think over time as players get to know which are the common holding spots, the site will become easier.

    Spoiler

    I think this will be all for now. Still quite some work to do. Hard to know how long it will take to make.

    Top View

    Spoiler

    Other Screenshots

    Spoiler

    Cheers!

  • RA7
    • October 3, 2016 at 11:01 PM
    • #3

    I like the idea and the wall paintings, but it needs more work. Overall its a bit too bright and too clean. And i miss the water....


  • Quotingmc
    • October 4, 2016 at 7:20 AM
    • #4

    I think you need to tone down the number of inflatable rings, there are at least 10 in practically ever screenshot.

    Other than that, this map looks awesome :D

  • Motanum
    • October 4, 2016 at 2:58 PM
    • #5
    Quote from Quotingmc

    10 hours ago, Quotingmc said: I think you need to tone down the number of inflatable rings, there are at least 10 in practically ever screenshot.

    Other than that, this map looks awesome :D

    Haha yeah! I kinda use them right now as the default cover/block item.

  • Vaya
    • October 4, 2016 at 3:13 PM
    • #6

    not sure if you heard my feedback in the playtest but I did feel they weren't the best cover (no right angle edges etc) to be used as cover so much. look for things that you would find at a waterpark that are crate shaped.. :)

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