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Aerospace

  • Noodle King
  • November 18, 2017 at 5:40 PM
  • Noodle King
    • November 18, 2017 at 5:40 PM
    • #1

    Well, It's been a long time, but Aerospace is finally getting a full release! Thought I'd make a separate forum to showcase the final product. First of all, Id like to thank the Mapcore community for helping Aerospace become what it is. If it wasn't for your feedback, Aerospace would be a three-story unthemed mess. Thankfully you guys were there to guide me along :) In my time developing Aerospace I've learned a lot about mapping, and look forward to future projects as well. I'll still be updating Aerospace and responding to feedback, but a working full release version is ready!

    Workshop: http://steamcommunity.com/sharedfiles/fi…/?id=1204544481

    Alpha Post: https://migrationtest.mapcore.org/topic/21139-aerospace-alpha/

    Screenshots:

  • cactus1549
    • November 18, 2017 at 5:52 PM
    • #2

    Wow, this map is amazing. You guys did a great job.

    On a separate note, do you think you'd ever release some of those custom assets? They look really well done.

    Again, great job, I've always wanted to play well-done plane map :)

  • Rafael Oliveira
    • November 18, 2017 at 6:06 PM
    • #3

    @Noodle KingCongratulations for the Map! Looks Very Beautiful... But i have one thing to Say: B is SO MORE DIFFICULT for Trs... Because It had a crack in the container that facilitated the use of smokes, and it doest't exist anymore =/ I Smoked for corridor, the Doors in B and the Passager for Mid, and Plant... And it is not possible

    I'll play more in the coming days and give more feedback

  • cactus1549
    • November 18, 2017 at 6:09 PM
    • #4

    I just ran through the map, and found a small issue. You can't see either wing through the windows, and on the left side of the plane you can see black lines (which I assume are from the lower floor). Also, the cockpit throttle controls seem to still be a graybox, as they're untextured. Besides that, the map looks really great.

  • Noodle King
    • November 18, 2017 at 6:36 PM
    • #5

    Yeah the wing glitch thing i'm aware of. I had it working in an earlier build of the map, but i'm still trying to recreate it. It's on top of my to-do list. As for smokes and stuff, I'll be tweaking the map a bunch so don't worry, things like that will get fixed :)

    Oh yeah and as for the custom assets, I may consider releasing them :) Though they are pretty specific to a plane theme so it would be interesting to see what people would use them for.

  • Rafael Oliveira
    • November 18, 2017 at 8:27 PM
    • #6

    @Noodle King There is a Base position that cannot buy items in CT... You Born, and cannot Buy... =/

  • Noodle King
    • November 19, 2017 at 12:09 AM
    • #7

    Releasing a small update in a few minutes that half-fixes the wing problem and fixes the CT spawn that was outside the buyzone. I also added a little vent to throw nades through in mid, just to test it out.

  • cactus1549
    • November 19, 2017 at 12:11 AM
    • #8

    Oh, and I forgot to mention, earlier I also found that the the left door at the back of B long wasn't solid, and you can go through it into the room behind and see through the walls.

  • Noodle King
    • November 19, 2017 at 12:26 AM
    • #9

    Oh wow yeah i'll fix that too

  • Noodle King
    • November 19, 2017 at 2:47 AM
    • #10

    Gonna postpone the update till tomorrow to get a couple more things done :P

  • Noodle King
    • November 19, 2017 at 7:16 PM
    • #11

    Yeah I can do that for sure :)

  • Andre Valera
    • November 29, 2017 at 6:58 AM
    • #12

    What was the question you asked yourself when you decided to keep the map in the air vs on the ground? (besides the fact that there are already a few ground based airport maps)

  • Noodle King
    • November 30, 2017 at 12:17 AM
    • #13
    Quote from Andre Valera

    17 hours ago, Andre Valera said: What was the question you asked yourself when you decided to keep the map in the air vs on the ground? (besides the fact that there are already a few ground based airport maps)

    I guess I wanted a bit of a challenge, and to do something new. There a lot of wonderful csgo maps out there at this point, covering tons of themes. While the idea of a flying plane map isn't a fully original idea, it is unique theme that isn't used often. The whole idea of playing in an environment that is constricted by the linear shape of a plane is appealing to me because it's a breath of fresh air. While the map doesn't fully constrict to the shape of a plane, both geometrically and in scale, it still gives that feeling of something special, in my opinion. I can personally say that Aerospace was the most enjoyable project for me to work on. In fact, the challenge was very enjoyable.

    But that's me personally, If you want to know who the idea for a flying plane came from, that's all Gz. When we were first brainstorming map ideas we both kinda agreed that we wanted to do something that would stand out. Gz flung out a ton of ideas, admittedly I waved most of them down. It took some convincing when he came up with the idea for a flying plane, but I agreed to try it out. We started by testing if we could make a convincing flying effect with the clouds. When it turned out we could pull it off, I started on the actual layout. Fast forward a bunch of months and we finally have the full release out :)

  • Andre Valera
    • November 30, 2017 at 12:28 AM
    • #14

    Thanks for the insight, it's always inspiring to hear the thought process behind the design. Really great to hear that you challenged yourself and I hope the outcome is rewarding! Cheers

  • fewseb
    • November 30, 2017 at 12:29 AM
    • #15

    Hey Noodle, I was wondering, how did the Terrorists even get on the plane? Are the jets you can see from t-spawn, their jets or the ct's jets, why is one of them damaged? Were the ct's already on board or did somehow board the plane mid air and clear out all the passengers?

  • Noodle King
    • November 30, 2017 at 12:52 AM
    • #16
    Quote

    Quote Hey Noodle, I was wondering, how did the Terrorists even get on the plane? Are the jets you can see from t-spawn, their jets or the ct's jets, why is one of them damaged? Were the ct's already on board or did somehow board the plane mid air and clear out all the passengers?

    There's no 100% correct explanation, but here's the main idea:

    -Terrorists stowed themselves inside shipping containers which were loaded onto the plane, then got out once the plane was airborne.

    -Ct's were already on the plane, which could be for a variety of reasons. (Protecting precious cargo and ensuring it arrives at its destination, already suspicious of terrorist threats, guarding a VIP, etc.)

    -As for the actual player models, the T's are professionals because they have an agenda to fulfill, and bringing down the plane is apart of that. Ct's are the FBI because the plane took off from an American airport and is owned by an American company. If there was a government run security force on the plane, it would be the FBI.

    -Oh and the jets are the CT's, and are tailing the plane after receiving a distress call. Neither are damaged, the exhaust coming out the back is meant to convince the player they are airborne and moving a little bit more.

    The rest you can fill in yourself, it is a CS map after all. The scenario that Aerospace puts forward is plausible, but the central purpose of the map isn't to tell a story.

    Quote from Andre Valera

    33 minutes ago, Andre Valera said: Thanks for the insight, it's always inspiring to hear the thought process behind the design. Really great to hear that you challenged yourself and I hope the outcome is rewarding! Cheers

    No problem :) Thanks for asking!

  • Noodle King
    • November 30, 2017 at 11:39 PM
    • #17

    Id just like to say good luck to everyone! I'm excited to see the judge's decisions!

    -Since the full release I've fixed some of the issues you guys brought up. The wing models now work, and floating brushes can't be seen anymore. I've added clipping to the crates on B-Long, and also made it easier for T's to throw smokes onto B.

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