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  4. [CS:GO] Exotic Places Mapping Contest

de_arr

  • text_fish
  • June 5, 2019 at 7:42 PM
  • text_fish
    • June 5, 2019 at 7:42 PM
    • #1

    Pirates! Pubs! The Sea! Cornwall! Somebody somewhere finds all this exotic and I happen to have a wealth of real world references not too far away, so this will be my theme.

    I will have to complete the bulk of this map by September, because that's when my next job starts and I disappear for eighteen weeks. ?


    "To Err is Human. To ARR is Pirate". - Captain Pope


    Thank you, I shall be back with a mood board all in good time.

    Edit: As promised...

    [Blocked Image: https://i.imgur.com/zX9XNMp.png]

    Good luck everybody.

  • text_fish
    • June 6, 2019 at 11:02 AM
    • #2

    Early Workflow and Brainstorming I'm throwing myself full pelt at this project with the time I've got over the summer, so that once I start my next job I'm hopefully able to fine-tune a near complete layout and assets during the weekends. I'm hoping it'll be helpful to blog my progress here, more for my own piece of mind than anyone elses interest, but feedback on anything I show is obviously welcome!

    Layout I'm using the bare bones of a layout that I've been tinkering with in private for a year or so. In that time it's changed a hell of a lot, with the exception of a mechanic whereby T's have limited oversight of lower mid and the two bombsites very early on in the round, but have to be proactive (sorry Casual servers) and sacrifice some of that oversight in order to actually plant. Some people are going to absolutely loathe it, but if there's one thing I've learned in my failed attempts to complete a CS map over the years it's that the more of those players you listen to, the more your map ends up turning in to a boring variation of Dust, and that isn't what I want to make. I'll post an overview when I have one that illustrates the concept well enough, although it's going to be tough because a lot of the lines of sight are height dependant. On that note, I've been meaning to ask how people go about making those pretty height gradient radars that Valve have switched to recently. Is this something that the engine spits out, or just a case of painting over a traditional radar in Photoshop? ?

    Visuals Here's an early list of assets I'm going to have to create over the next few months. It's rather intimidating when I see it down on paper, but it's also somewhat scaleable I guess.

    General Props

    • Lobster Pots (1 of 2 complete)
    • Fish Crates
    • Bundle of Nets
    • Bundle of Ropes
    • Fishing Buoy (1 of 3 complete)
    • Mooring Ropes
    • Mooring Chains
    • Mooring Hooks
    • Seaweed
    • Old Fashioned British Post Box
    • Plastic Bucket and Spades
    • Pint Glass
    • Sash Windows (4 variations)
    • Lead Windows
    • Metal Beer Keg
    • Rum Crates
    • Fish & Chip Shop Sign
    • Cornish Pasty Sign
    • Cornish Flag
    • Bunting
    • Roll Cage
    • Railings

    Hero Props

    • Pub Signs (1 of 3 complete)
    • Large Anchor
    • Pirate Statue
    • Ice Cream Stand

    Materials

    • Sand with Seashells
    • Sand with Seaweed
    • Seaweed Overlay
    • Slate Panels
    • Wooden Cladding
    • Stucco Render

    I'll endeavour to keep this list updated with any additions and strike through finished assets.

  • Squad
    • June 6, 2019 at 11:24 AM
    • #3
    Quote from text_fish

    20 minutes ago, text_fish said: On that note, I've been meaning to ask how people go about making those pretty height gradient radars that Valve have switched to recently. Is this something that the engine spits out, or just a case of painting over a traditional radar in Photoshop? ?

    Terri's Radar Generator Making radars was never faster and easier.

  • mr.jogurt
    • June 6, 2019 at 11:32 AM
    • #4
    Quote from text_fish

    27 minutes ago, text_fish said: On that note, I've been meaning to ask how people go about making those pretty height gradient radars that Valve have switched to recently. Is this something that the engine spits out, or just a case of painting over a traditional radar in Photoshop? ?

    Quote from Squad

    6 minutes ago, Squad said: Terri's Radar Generator Making radars was never faster and easier.

    Or follow TopHatWaffles Tutorial:

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  • text_fish
    • June 6, 2019 at 12:02 PM
    • #5

    Thanks Jogurt and Squad!

  • blackdog
    • June 6, 2019 at 2:02 PM
    • #6

    One of the best settings! I collected a good amount of reference myself for a Cornwall map setting.

    Why not calling it more appropriately de_cornish?

  • text_fish
    • June 6, 2019 at 2:15 PM
    • #7

    It is a beautiful place! I think de_cornish is too "on the nose" for my tastes. I'm currently on the fence between de_arr and de_kernow. Arr is a fun working title though so I'll stick with it for now.

  • text_fish
    • June 6, 2019 at 4:29 PM
    • #8

    I done gone made my first lobster pot. It's been a while since I went down this particular rabbit-hole so I had to relearn the convoluted workflows but I feel like I'm off to a good start. Need to play with the scale a little and make a few variations so that I can stack them for light cover.

    [Blocked Image: https://i.imgur.com/G4AVegS.png]

  • text_fish
    • June 11, 2019 at 1:58 PM
    • #9

    I'm continuing to make good progress on my asset list, working my way up to some of the more complicated props such as a pirate statue and an ice-cream stand, both of which will test various of my skills hopefully.

    In the meantime, I started playing around with Terri's Auto Radar gizmo yesterday and it got me re-evaluating cover and some of the sightlines, so I had a fitful night of very little sleep trying not to think about it, then made some big changes when I got up this morning. Here's the current radar, with some rough timings:

    [Blocked Image: https://i.imgur.com/XG5z7hW.png]

    Can auto-radar automatically crosshatch overlapping areas somehow? I couldn't see an obvious way in the guide, but perhaps I was looking for the wrong thing.

    I've deleted a bunch of lazy blockwork in the top right corner of the map above bombsite B which is why it currently looks like a large empty expanse (it is), so redesigning that is next on my agenda layout-wise and once that's done I might be ready to pop it up on the workshop.

  • text_fish
    • July 8, 2019 at 9:29 AM
    • #10

    People keep employing me (don't they know I have a very important mapping competition to lose?) which has slowed down progress, but I got a chance to experiment with my English seaside village aesthetic the last few days:

    [Blocked Image: https://i.imgur.com/TqklIlO.jpg]

    I want to add a bit more volume to that wisteria tree, but it's already heavier on the poly's than I intended so I'm going to need to get a bit more creative with it.

    [Blocked Image: https://i.imgur.com/W4ivRzE.jpg]

    Not too happy with that fence, but it's important to control movement and sight-lines. I might try raising the wall and if all else fails I'll add "Slightly less ugly fence" to my ever-growing list of assets to create.

    [Blocked Image: https://i.imgur.com/R6aMlf1.jpg]

    The beginnings of a seaside ice cream stand. The finished piece will have a nicer base, and some signage.

    [Blocked Image: https://i.imgur.com/Fu8tZ5D.jpg]

    Salty's Wholesale Fishing Supply Co. because in another life people know me as Salty instead of Text Fish. Gotta change that horrible orange text at some point. To the bottom left you'll see where I've been experimenting with hacky ways to make a sea-wall out of displacements and Valve props, but I think I just need to open Blender and make something bespoke.

    That's all for now folks, see you next time.

  • Vaya
    • July 8, 2019 at 9:34 AM
    • #11

    when we testing this :D

  • text_fish
    • July 8, 2019 at 9:37 AM
    • #12
    Quote from Vaya

    2 minutes ago, Vaya said: when we testing this :D

    Someday!

    I realise that may have sounded a bit like "Sunday", but I'm happy to confirm that it will not be Sunday, as I will be holidaying in real Cornwall and hopefully taking some useful reference shots.

  • blackdog
    • July 8, 2019 at 10:15 AM
    • #13
    Quote from text_fish

    On 6/11/2019 at 1:58 PM, text_fish said: I'm continuing to make good progress on my asset list, working my way up to some of the more complicated props such as a pirate statue and an ice-cream stand, both of which will test various of my skills hopefully.

    In the meantime, I started playing around with Terri's Auto Radar gizmo yesterday and it got me re-evaluating cover and some of the sightlines, so I had a fitful night of very little sleep trying not to think about it, then made some big changes when I got up this morning. Here's the current radar, with some rough timings:

    [Blocked Image: https://i.imgur.com/XG5z7hW.png]

    Can auto-radar automatically crosshatch overlapping areas somehow? I couldn't see an obvious way in the guide, but perhaps I was looking for the wrong thing.

    I've deleted a bunch of lazy blockwork in the top right corner of the map above bombsite B which is why it currently looks like a large empty expanse (it is), so redesigning that is next on my agenda layout-wise and once that's done I might be ready to pop it up on the workshop.

    So is mid all water then? Seems very cool if it comes out the way I’m imagining it :)

  • text_fish
    • July 8, 2019 at 10:27 AM
    • #14
    Quote from blackdog

    8 minutes ago, blackdog said: So is mid all water then? Seems very cool if it comes out the way I’m imagining it :)

    Heh. Nah, I can see how you'd think that from the radar, but the sea-level ends at about the second gridline (15) from the bottom, though there will be some evidence of flooding further up from high tides. An earlier version had more water in the playable area, but thematically I thought it felt a little gimmicky, and also meant I couldn't have a big sandy beach to run around on.

  • Plantello
    • July 8, 2019 at 2:53 PM
    • #15

    Plus, water is kind of finicky anyways. It's pretty glitchy at times, and it slows people, and it splashes loudly when landed in... It affects the balance as well as the asthetics. My map used to include water in important areas, but bots handled it poorly and it was generally unpleasant to be playing around.

  • Interfearance
    • July 8, 2019 at 4:00 PM
    • #16

    @Plantello Yeah I guess its bad to have in functional parts of the map, but my map has T's spawn in a river and the water is clear enough to see weapons through. Also, when they are rotating back thru T there is an adjacent boardwalk to use. Since so little people use it, it can set a map apart so long as you add hard ground alternatives.

  • blackdog
    • July 8, 2019 at 10:12 PM
    • #17
    Quote from Plantello

    7 hours ago, Plantello said: Plus, water is kind of finicky anyways. It's pretty glitchy at times, and it slows people, and it splashes loudly when landed in... It affects the balance as well as the asthetics. My map used to include water in important areas, but bots handled it poorly and it was generally unpleasant to be playing around.

    Well Canals, and Aztec before it, have it, and the fact you can hear the players splashing is kinda the point. I can agree that at the point where we are now, it might get a bit in the way… although I simply imagined that, being set in Cornwall, in a port, and knowing how much the tide retracts, the map would feature very low water, so it wouldn’t slow players down. You could also have that there are dry and wet paths. @text_fish has those platforms on both sides so I figured if there was water would have been up to where the overview says 6-7 seconds.

    It’s not happening anyway so not a problem :D

  • text_fish
    • July 9, 2019 at 8:37 AM
    • #18

    Yeah I think there is a place for water in CS:GO maps, but it definitely has to be an intentional part of the gameplay design.

  • Plantello
    • July 9, 2019 at 11:00 AM
    • #19

    @blackdog Yeah, I didn't say it was pure bad, but it does affect the balance. Aztec had water to cancel fall damage. Canals has water mostly out of necessity, but it avoids putting it in the way of rotations, mainly putting it towards a new fighting area. Even Lake puts it out to the side, and I agree with that approach.

  • mr.jogurt
    • July 9, 2019 at 9:46 PM
    • #20
    Quote from text_fish

    On 7/8/2019 at 10:29 AM, text_fish said: People keep employing me (don't they know I have a very important mapping competition to lose?) which has slowed down progress, but I got a chance to experiment with my English seaside village aesthetic the last few days:

    [Blocked Image: https://i.imgur.com/TqklIlO.jpg]

    I want to add a bit more volume to that wisteria tree, but it's already heavier on the poly's than I intended so I'm going to need to get a bit more creative with it.

    [Blocked Image: https://i.imgur.com/W4ivRzE.jpg]

    Not too happy with that fence, but it's important to control movement and sight-lines. I might try raising the wall and if all else fails I'll add "Slightly less ugly fence" to my ever-growing list of assets to create.

    [Blocked Image: https://i.imgur.com/R6aMlf1.jpg]

    The beginnings of a seaside ice cream stand. The finished piece will have a nicer base, and some signage.

    [Blocked Image: https://i.imgur.com/Fu8tZ5D.jpg]

    Salty's Wholesale Fishing Supply Co. because in another life people know me as Salty instead of Text Fish. Gotta change that horrible orange text at some point. To the bottom left you'll see where I've been experimenting with hacky ways to make a sea-wall out of displacements and Valve props, but I think I just need to open Blender and make something bespoke.

    That's all for now folks, see you next time.

    Display More

    holy shit gimme more of that ❤️

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