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  4. [CS:GO] Exotic Places Mapping Contest

[WIP] Bombspot Bitcoin

  • Vanx
  • June 6, 2019 at 10:23 AM
  • Vanx
    • June 6, 2019 at 10:23 AM
    • #1

    My exotic place will have something do do with this Crypto-Coin. Maybe the estate of an crypto-whale in an exceptional place?

    Picked two reference images for a first idea.

  • Interfearance
    • June 6, 2019 at 3:52 PM
    • #2

    @ChA1NsAw ^^^ Collab?

  • Vanx
    • July 27, 2019 at 11:01 PM
    • #3

    A first glance ...

  • Interfearance
    • July 29, 2019 at 5:06 AM
    • #4

    Garage looks great. Raid from BO2 might be the ultimate reference depending on the estate you are going for.

    Spoiler [Blocked Image: https://vignette.wikia.nocookie.net/callofduty/images/2/29/Raid_Load_Screen_BOII.png/revision/latest?cb=20121209080157]

  • Vanx
    • July 29, 2019 at 9:43 AM
    • #5

    Raid looks fantastic and concrete is always a good material to start with ?

  • gordonfeetman
    • July 29, 2019 at 9:49 AM
    • #6
    Quote from Interfearance

    4 hours ago, Interfearance said: Garage looks great. Raid from BO2 might be the ultimate reference depending on the estate you are going for.

    I would LOVE to see a CS:GO map built with a theme similar to Raid, I think it'll turn out pretty cool.

  • Vanx
    • August 15, 2019 at 10:41 PM
    • #7

    The reference image - and what i have made from it. Tweaked a long time to make the pool look as natural as possible. It has reflections (map, sun and 3d skybox) but you can also see through the water (caustics on the tiles:-). Most water shaders dont allow you to see the ground in the distance, thats ok for an ocean or a river. But a pool has to be crystal clear and that was tricky.

  • phantasmagoria
    • August 16, 2019 at 1:10 AM
    • #8

    I like that you’ve made the pools shape more interesting, looks good so far, I’m excited to see the map top down.

  • DeadKnife
    • August 16, 2019 at 4:14 AM
    • #9

    You know it's good when the ingame picture looks realistic for a few seconds at first glance. Good job so far!

  • Wintrius
    • September 5, 2019 at 9:58 PM
    • #10

    I'd love to see this map's layout!

    Sidenote: did you model that car?

  • Interfearance
    • September 6, 2019 at 1:52 AM
    • #11

    Your skybox right now looks off in terms of the lighting seen on the map. Also the 2D clouds are eh. Maybe try a sky dome?

    Interestingly enough, a map with minimalist modern architecture like this can afford to do art early on because there is not a requirement for too many specific fit models. But still I would recommend finalizing the layout before making the pools beautiful.

  • Vanx
    • September 7, 2019 at 12:22 AM
    • #12
    Quote from Wintrius

    On 9/5/2019 at 10:58 PM, Wintrius said: I'd love to see this map's layout!

    Sidenote: did you model that car?

    Nope, this car is far above my modeling abilities. And here is the layout. What you cant see are the routes inside the building (red/green dots) and the basement, which also has full routes to reach A (and also B), marked with Pink dots. Vertical levels in this map are: basement, buildung/ground and roof.

  • Vanx
    • September 7, 2019 at 12:44 AM
    • #13
    Quote from Interfearance

    23 hours ago, Interfearance said: Your skybox right now looks off in terms of the lighting seen on the map. Also the 2D clouds are eh. Maybe try a sky dome?

    Interestingly enough, a map with minimalist modern architecture like this can afford to do art early on because there is not a requirement for too many specific fit models. But still I would recommend finalizing the layout before making the pools beautiful.

    I is allready a skydome made with blender. The dome covers the skybox and not the playable area and consits of two parts. The upper part has a material with "$translucent" "1" on it, so the sun sprite is still visible. The lower part has a material with "$alphatest" "1. This avoids z-fighting with the reflecting water-square of the skybox which is a fake water (refract shader). U may ask, what the heck, a skydome should cover the playable area. True. But with my solution I can let a plane fly in the skybox that disapears in the clouds. Thats cool. Your 2nd remark: I have carefully planed the layout on paper, over and over again. At one greybox-point I have started to texture it. Was it a good idea? It pushes my creativity to a higher level and now the layout is done. Risk: High. Cause if playtesting now shows weaknesses a lot of more work has to be done.

  • Vanx
    • September 7, 2019 at 1:14 AM
    • #14

    A little overview


  • Freesh Milk
    • September 16, 2019 at 1:15 AM
    • #15

    The second reference image, are you from around there? It is 2 minutes from my house! If it was in a map, I would for sure be playing. Looking really good so far.

  • JackT
    • September 16, 2019 at 7:28 AM
    • #16

    The very close bombsites seem like a weird idea. Would have to see how it plays.

  • Vanx
    • September 16, 2019 at 5:31 PM
    • #17
    Quote from Freesh Milk

    16 hours ago, Freesh Milk said: The second reference image, are you from around there? It is 2 minutes from my house! If it was in a map, I would for sure be playing. Looking really good so far.

    Well, the villa is placed on Mount Maunganui, with best beach of the world. Never seen a place like that. The villa is the Palevsky House, Palm Springs.

    Quote from JackT

    10 hours ago, JackT said: The very close bombsites seem like a weird idea. Would have to see how it plays.

    So far it works fine, cause A is underground. Will release a playable version soon.

  • Vanx
    • October 4, 2019 at 10:44 AM
    • #18

    playable version in the steam-pipeline

  • Vanx
    • October 4, 2019 at 4:01 PM
    • #19

    Have fun and drop me a note for improvements https://steamcommunity.com/sharedfiles/fi…/?id=1879584567

  • VicJoe46
    • October 6, 2019 at 8:37 AM
    • #20

    So I ran around your map for some time and this is what I would focus on:

    1. I Think Gameplay-wise having this kind of close combat and such small hallways doesnt go well. I would restructure most of that, to create better areas and hallways indoors. 2. I think outdoors is maybe a bit too open or needs some more cover/props, compared to inside were some props felt unnecessary or just for the purpose of having some (like the two frames, after going up the stairs from t-spawn). So i think some cover would help, because right now it feels like there are very long sightlines and not much holding spots 3. I do also believe the two bombsites being kind of close might form a problem, it feels like if you plant at one site, the ct would already be there to retake (too fast). 4. The position on top of the house might be extremly op, i would be careful implementing that 5. I think T-Spawn needs to be flattend out and needs shorter grass. 6. The map has a lot of glass and wallbangable stuff. I think the aquarium in the larger area is totally fine and quite unique which i like, but it's maybe too much glass everywhere, so that there are too many angles to be careful of.

    Anyways these are some of my notesfor improvement for the map, but i can only say so much. I do still think your map has great potential and looks really fancy and visually pleasing already, but I do really recommend doing a playtest, I think it would help you focus on improvement areas for the map and give you a good feel of how the map is played, which can help it immensly.

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