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  4. [CS:GO] Exotic Places Mapping Contest

[WIP] de_durani

  • phantasmagoria
  • August 15, 2019 at 7:03 AM
  • phantasmagoria
    • August 15, 2019 at 7:03 AM
    • #1

    Hello, just getting back into mapping after a few years and just wanted some general ideas and criticism on a project I've been working on for a while off and on. ive torn it apart and reconstructed quite a bit since the original version.

    Here are the top down maps, one with terrorist routes

    Spoiler

    And shots of t spawn and ct spawn

    Spoiler

    2 choke points to site A

    Spoiler

    site A

    Spoiler

    I'm still working out b since it is also ct spawn, going to change it, I don't like timings. I will be looking to playtest the rough in soon.

  • gordonfeetman
    • August 15, 2019 at 8:53 AM
    • #2

    Damn, it looks pretty good. Especially for who just got back into mapping after some years, when do you think we'll get the workshop version?

  • phantasmagoria
    • August 15, 2019 at 6:04 PM
    • #3

    Thanks, I've been into mapping since 1.3 but quit playing cs so much a few years ago. I'm hoping some time next week, at least the rough dev textured one. I'll post more screens as I'm working.

  • phantasmagoria
    • August 19, 2019 at 1:58 AM
    • #4

    Ok, I've been doing a lot of tear down and rebuild, I need more interesting angles and less blocks so I'm currently working towards that.

    Here are a few screen shots of some updates as well as testing theme and color.

    Updated tspawn, added a tunnel to the right side of middle for balance, also cleaned up the unnecessary route to first door at fountain choke at long a

    Spoiler

    Updated fountain choke, made the left path meet from long instead of coming in from mid and was playting with texture

    Spoiler

    Not much change at A site, just added some minor detailing and color, added a view of the back loop around sniper spot from apartment/mid

    Spoiler

    A shot for the sniper balcony at mid overlooking the intersection. I removed the old wall and railing and an working on a new concept in the bottom left, i didn't like the original plaza area.

    Spoiler

    another look at mid being reworked as well as reworked tunnel from tspawn. simplified the idea and blocked route to left side mid forcing tunnel to go around for a flank on the ct approach at trellis upper. reworked stairs/ramp down to mid to be longer and more dangerous

    Spoiler

    added a side room to the mid stair tunnel to B to help with negating snipers up the hill and add more spots to watch for if cts flank around from the right.

    Spoiler

    Spoiler

    Tunnel to B has been redesigned and added los blocking hiding spots with a climbable area of scaffolding to try to peek into the bombsite.

    Spoiler

    as you can see it is still in pretty early development, i am still trying to figure out site B and long B.

  • Wintrius
    • September 1, 2019 at 2:59 PM
    • #5

    Not that you said the currently displayed textures are final, but if you're planning on keeping them I'd recommend otherwise. Although layouts are of foremost importance, visuals may also go a long way. In this case, I'd say that the lack of custom assets blurs any new (or exotic per se) theme that you're trying to get across. When I look around this map I see Inferno and Dust II, but not much that establishes your map's identity. The direction of your map in terms of layout seems interesting, and think it'd be magnified by some original assets rather than Valve ones. Although this may not make a difference in the eye of most normal players, it certainly does in regards to Valve and other mappers. If you don't know where to start with custom textures, I highly recommend learning Substance Designer. It's free if you are a student, and easy to forge your way into if you are not.

    Good luck!

  • phantasmagoria
    • September 1, 2019 at 8:07 PM
    • #6

    Thanks for the feedback, much appreciated. I keep tearing it apart and rebuilding stuff, and i am working on custom textures once layout is finished, had to struggle to get vtfedit to work on my computer but works fine now. also ill look into substance, no longer a student so i lost ps and a lot of other tools, would like to make custom assets but don't have any skills with modeling. I was thinking of scrapping this map for the contest and going another direction - a cs map where Somalian pirates have taken over an island resort recently devastated by a hurricane/tsunami/cyclone etc and are keeping hostages they captured from a wealthy yacht.

    anyway here are some updated shots -

    Spoiler updated t spawn

    Spoiler t approach to mid and upper

    Spoiler upper overlook hole, opens to a room with a door before entering the overlook will add lighting sooner or later.

    Spoiler a look at two ways to b, which is still being developed.

    Spoiler left alley to mid, gets cover from overlook but still vulnerable to rifle fire, also notice the boxes along the ct side overlook, can use to shortcut into b. ts can climb to look over, cts can not climb back over from mid.

    Spoiler a general overview of the reworking of the original, looks nothing alike.

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