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[WIP] Han Strike

  • canobear
  • June 9, 2017 at 5:02 AM
  • canobear
    • June 9, 2017 at 5:02 AM
    • #1

    What’s up its your boy cano with a map for the contest.


    This map will be a defuse map with a rather standard setup in terms of choke points and map areas (eg : Middle , Long , Apartments with a few (hopefully) tactical additions to fully construct a good competitive map)

    The map will be based in the capital city of South Korea , Seoul . More specifically on a (fictional) neighbourhood on the banks of the Han River (main river running through Seoul).

    This map will aspire to contain a lot of custom textures and props to fully allow the map to be a rather original piece of artwork. i intend to make the map rather stunning in terms of graphical detail.


    THINGS I KNOW:

    The current lighting is bad (I haven't played with it much yet and yes I know , it should typically be one of the first things to get right)

    Some areas are narrow. I will am mend them once i go through the map part by part properly (I am currently working on A site as the map below may point out)

    Scenario

    With all the current acts of global terrorism happening in the Global Offensive universe , a Seoul based organised crime outfit managed to seize their hands on stolen military ballistic missile units in hope of selling onto their clients , the well-known (CS:GO) recognised Phoenix Terror Organisation. However as a result successful

    sting on a drug bust , Korean authorities manage to gather intel on the stolen ballistic missiles and their locations which turns out to be in a Seoul downtown working class district, right on the river line of the River Han (한강). The missiles were successfully seized by authorities right on time in the location specified.

    As a pre-planned contingency, Phoenix agreed to the terms that if the missiles were seized , they would destroy them to hinder any further investigations into the source of the original seller of the stolen arms.

    Screenshots


    Apologies for mass screenshot use , admins please amend as appropriate or let me know if it needs changing (Ill use imgur next time)

  • canobear
    • June 13, 2017 at 3:18 AM
    • #2

    Updates to Bombsite A


    The A 'Tunnels' which resembles a indoor market area has been further developed. The aim of this map is to create a lot of background scenery that relates to the theme , and of course , you cannot go there. I have started to add this detail to the hall , therefore i Will remind which area is actually playable by the player (Below Image) and then screenshots of the background scenery:

    You can only walk in the red area

    [Blocked Image: http://i.imgur.com/kjmAVi8.jpg]

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

    [Blocked Image: http://i.imgur.com/PdG3RGT.jpg]

    [Blocked Image: http://i.imgur.com/IT6miKi.jpg]

    [Blocked Image: http://i.imgur.com/gqkhy4b.jpg]

    [Blocked Image: http://i.imgur.com/Zj2XIPC.jpg]

    I have 2 questions :

    Just to note , you are able to walk in the small cafe eating area (part with the bottle on the block)

    1: Is it bad practice to create too much un-walk able areas just for scenic purposes in a level.

    2. The corridor space (in red in the small map) is 128 units in width. Is this too small for choke point purposes? Baring in mind the A side of the map iparticularly close-quarters in terms of fighting .

  • SirK
    • June 13, 2017 at 9:02 AM
    • #3

    Screenshots looking good! :)

    Your questions: 1. Depends on how accessible it looks and if its distracting. If a player thinks he can get into the unwalkable space - he will try to get into it. These leads to frustration if he dies while tryin to get in. If you build space where a player is not supposed to go - show him. I dont know how many people ive seen dying on canals because of that fences near A-Site.

    2. A 128 unit choke is a bad idea in my opinion. Its to easy to block of with smokes / molotovs or just plain spray and pray. Think of it as getting caught while "rush b no stahp" dust2 b-site entrance.

  • canobear
    • June 13, 2017 at 12:53 PM
    • #4

    Thanks Alot I was thinking the same with the molotov issue , ill try and widen it .

  • Simpajo
    • June 13, 2017 at 3:49 PM
    • #5

    All I can say is that I like to see some sense of "visual" ambition, and this seems to have it. Just remember not to add detail where the players will be and to only do it in places that you can/move/change should the layout change later on. There is always something you'll want to alter later and should change once you balance it out.

    1. Definitely, don't spend time on it in the beginning, and as sirk said, they shouldn't draw away attention from where the players should be focusing, that's why they work best in the middle of corridors, in slightly closed off/darkened rooms.

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