(ENTRY LINK https://steamcommunity.com/sharedfiles/fi…?id=1985282354)
My entry for the contest
de_grotto, as you might expect, takes place in a grotto, one half is set in a cave portion of it, while the other is set out in the open with a surrounding structure related to the grotto.
I first though of the theme/idea of this map a few months after the 2017 contest ended and see it as a chance to redeem myself for the failures in my 2017 contest entry de_vermeil, most notably the awful displacement mountain and rocks that were made improperly and looked awful as a result. The cave system will prove challenging but I believe I now have the skill required to take on such a large undertaking. The biggest failure however, with my previous map had to be bombsite A which was notably bland in both gameplay and theme, while cave theming will prominent in bombsite B of this map, bombsite A's theming has yet to finalized and a lot of placeholder blockwork is present.
Im not yet ready to reveal the overall theme of de_grotto as it is still very early and I may find something I like better, but I think I currently have a concept that will set it apart from the other exotic maps in this competition. My current focus is on the greybox and making a competent layout that doesnt heavily rely on the dust2 formula (another failure of my previous map)
Early Overview
Bombsite A is in red while B is in Blue, the cts start at the bottom and Ts at the top right. Currently I feel as though the b portion of the map is pretty decent, but im not so sure about the a side, and I suspect it will be the area that sees the most change before the end of the greybox stage
Bombsite A
Bombsite B
Early theme blockout