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[CS:GO] de_invade

  • Roald
  • March 14, 2017 at 8:06 PM
  • Roald
    • March 14, 2017 at 8:06 PM
    • #1

    A lost medieval city in the midle of the Forrest have been taken over by growing plants and tree's.

    EDIT: New name: Invade instead of Acquisition. Acquisition didn't ha da right definition to discribe the map and this one is alot easier to write haha. Uploaded the newest version on another workshop.

    Ready for a playtest!

    Workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=903916745

  • Mondy00
    • March 22, 2017 at 7:49 PM
    • #2

    this looks great man. if you can keep visibility high and the atmosphere feelin good, this level would be awesome. looks like you're keeping the foliage abundant but out of sight lines too which is nice. would love to see this move forward

  • Serialmapper
    • March 22, 2017 at 8:56 PM
    • #3
    Quote from Roald

    On 3/14/2017 at 10:06 PM, Roald said: A lost Castle in the midle of the Forrest have been taken over by growing plants and tree's.

    But in spite of that it still has functional artificial lightning. I wonder who is paying the electricity bill :D

  • Roald
    • March 22, 2017 at 9:11 PM
    • #4
    Quote from Serialmapper

    10 minutes ago, Serialmapper said: But in spite of that it still has functional artificial lightning. I wonder who is paying the electricity bill :D

    Hahaha yeahh.. I know right. It are just placeholders for now. I hoped to have some torches with fire later on. Or maybe these lamps with candles in it. But yeah I am no modeler

    Quote from Mondy00

    1 hour ago, Mondy00 said: this looks great man. if you can keep visibility high and the atmosphere feelin good, this level would be awesome. looks like you're keeping the foliage abundant but out of sight lines too which is nice. would love to see this move forward

    Thanks! Yeah I hoped to keep some good vissibilities and not alot of plants disturbing the view. I have been working some more on it, but I am quite struggling with the other bombsite and abit on midle, but I take tiny steps and once I get there I'll post some more screenshots. I hope to get a basic greybox done so I can test the layout and people can walk arround.

  • Serialmapper
    • March 22, 2017 at 11:07 PM
    • #5

    You may get inspired by de_aztec, regarding the artificial lightning. You will have more freedom in placing those lights.

  • Roald
    • March 24, 2017 at 9:40 PM
    • #6
    Quote from Serialmapper

    On 23-3-2017 at 0:07 AM, Serialmapper said: You may get inspired by de_aztec, regarding the artificial lightning. You will have more freedom in placing those lights.

    Yeah I have took a look, they use lots of open roofs, I can defenitly use that by adding broken roofs/ceilings but it won't work for all places.

    Anyways.. I have a ruff greybox of the whole map. There is no radar yet. I have to fix a few things. Cover up a few bad seightlines, fill up CT some more and get rid of some nodraws and then I will add a radar for hopefully a playtest.

    You can subscribe to the map and walk arround already if you like: http://steamcommunity.com/sharedfiles/fi…s/?id=890352461

    And a few screenshots of T spawn, midle and A site:

  • Guest
    • March 25, 2017 at 7:11 AM
    • #7

    Awesome man, reminds me of something from an Uncharted game. What are your references, if any? Looking forward to what it ends up looking like!

  • Roald
    • March 25, 2017 at 9:56 AM
    • #8
    Quote from nikkoship

    2 hours ago, nikkoship said: Awesome man, reminds me of something from an Uncharted game. What are your references, if any? Looking forward to what it ends up looking like!

    To be honest its almost entirly my imagination. I searched on google 'german castle' and 'overgrown castle/cathedral/ruins' and used some inspiration from that.

  • Roald
    • March 28, 2017 at 7:47 PM
    • #9

    Excuse me for my spam on this topic. I hope I won't bother u guys too much with the updates.

    There is now a working radar and you can still walk arround the map :D just check the first post for a link to the workshop

    [Blocked Image: http://i.imgur.com/Qe9HEnq.jpg]

    Venice statues fits nicely

    [Blocked Image: http://i.imgur.com/pDhO1Xh.jpg]

    And CT spawn a litle detailed

    [Blocked Image: http://i.imgur.com/g8Aw9uF.jpg]

  • Roald
    • April 9, 2017 at 12:43 PM
    • #10

    I have had a 5 vs 5 competetive playtest with friends.Based on this playtest I changed some minor things troughout the map: filled up B main a litle, extended midle in length, made the A main entrances thinner and closed up alot of view seights on A connector. Besides the litle changes I completly changed A bombsite.

  • Roald
    • April 10, 2017 at 9:33 PM
    • #11

    Started to add some background details on T spawn, next will be the background of the main path to A bombsite as these areas most likely won't change alot. I am kinda experimenting with what I want with the 'feeling' of the map. What do you guys think of this?

    I Hope to recieve some feedback on what I could improve. Right now it's not fully detailed but it's close to what I want. The playable area of the map will mostly be made from stone structures and the background will be more made out of woden structures/houses and this part shown in the screenshots will be in between where a more royal building fades into a woden bottem down village. And ofcourse plants taking all over the place! I have to do some more on that part, but too bad there are not many good climbing plants to use

    EDIT: Some small changes:

  • Roald
    • April 12, 2017 at 8:12 PM
    • #12

    Changed the name to Invade and uploaded it on a new workshop with the latest update: http://steamcommunity.com/sharedfiles/fi…s/?id=903916745

    The definition of Acquisition was something else I thought it was so :D


  • Roald
    • April 18, 2017 at 10:40 PM
    • #13

    I decided to make it more of a tourist place.

    So a medieval city with this seight seing castle/palace place with gardens.

    Workshop is up to date, feel free to walk arround!

  • blackdog
    • April 19, 2017 at 6:32 PM
    • #14

    Some corners and hallways makes me think of Arkham Asylum ??

  • Slimek
    • April 23, 2017 at 11:45 AM
    • #15

    Very polished and detailed even though it's still mostly greybox. Great work :D

  • Roald
    • May 19, 2017 at 6:15 PM
    • #16

    Thanks!

    Got some new screenshots of the update.

    I will update the workshop once I made a radar and fixed the bot navigation

    edit: Workshop is updated! Sorry that the bot navigation isn't working right now. http://steamcommunity.com/sharedfiles/fi…s/?id=903916745

    And a new overview:

  • Roald
    • October 8, 2017 at 9:29 PM
    • #17

    Hello it have been a long time but in small steps I managed to work on the art of this map. It's in 'Alpha' state and there is still alot of work need to be done I guess. Since I am new to enviorment art I would love to recieve some feedback from you guys!

    To do list:

    Fix these: https://imgur.com/a/Pw9ib

    Replace all custom textures and models from other games/maps

    Polishing, optimisation and effects

    Steam workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=903916745

    More images: https://imgur.com/a/BexPi


  • That50'sGuy
    • April 29, 2018 at 11:00 PM
    • #18

    I think it's shaping up quite nicely! What I would recommend for detailing is this: Try to tell a story about what has happened since being abandoned, for instance, take an abandoned building and there is some rubble on the ground. Why is that? Because if you look up, you can see the ceiling has been partially destroyed by a beam that fell down at some point. Things like that can make it much more interesting to look at :) Also, try to think about the conditions of were it's located at too. Think about an abandoned car, if you have it in a map set in a desert, it will be very well preserved because of the dry climate. Now put it in a map set by a coast, the car will be in much worse condition because of the moisture in the air. Lastly, for an abandoned castle, it looks oddly intact as if it were still maintained but just with lots of plants try to make it more dynamic with cracks, holes, or even partially destroyed buildings!

    Good luck!

  • Roald
    • May 1, 2018 at 1:38 PM
    • #19

    Thanks for the feedback!

    My first idea was to go for a abondon overgrown castle in the midle of a forrest, but over time I thought about a more touristic castle located in a old medieval german town. Those two things kinda got mixed up together which leads us to your point haha. This map as a identity crisis.

    Anyways this map can use some stronger identity indeed and have more details, but I have kinda abondon this project. It was a great learning progress and now I got my focus on other cool stuff for Pirates Vikings and Knight II

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