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  4. [CS:GO] Exotic Places Mapping Contest

[WIP] Dune

  • Plexium_
  • September 4, 2019 at 4:15 AM
  • Plexium_
    • September 4, 2019 at 4:15 AM
    • #1

    Hello everybody, I know I am a little late to post here and begin my maps thread but after a little break from mapping I want to come back to have a go at this contest. I am a terrible procrastinator, so maybe a little bit of peer pressure will help me get more work done as I have a lot to do in the coming months. So to keep me working I will try and post every day here with any new work. As far as the map the theme will be a military base inside and around desert ruins and temples. Bombsite A will be outside the temple where materials are being transported away from the area and bombsite B will be inside the temple where the military have set up operation to extract goods from inside. For the layout right now, its rough. A lot of paths are very boxy and uninteresting but as I begin building up the world around the map I hope to bring some more natural shapes and paths into the layout. The layout's main concept is having 2 mid like areas. One main mid and another alt mid or long A that will serve as a rout to A but also will allow T's to execute some interesting strategies as it also connects to mid window and can be used to rotate over to B. Before I start I made a couple Photoshop idea boards for the map so I will post them here. I will also post the main picture that sparked the idea for the map, its a little futuristic but don't worry it will be toned down for cs

  • Vanx
    • September 4, 2019 at 1:03 PM
    • #2

    Iike the setting as shown in the reference picture

  • Plexium_
    • September 5, 2019 at 4:15 AM
    • #3

    Day 2:

    -Added cover to both sites although this is likely to change as detail gets built up around it

    -Started some very basic graybox shapes and deco near the A site (just playing around at this point)

    -changed the layout mainly around Long A/Alt mid to shorten it and give it a different feel /play style then mid

    -Added a couple corners and "nooks" around bombsites for players to hold angles and play in

    -finished visual idea board

    ---------------------------------------------------------------------------------------------------------------------------------

    Idea board (spoiler because it is quite big):

    Spoiler

    B site cover: A site Cover:


    New Layout: Test Deco:

  • Wintrius
    • September 5, 2019 at 9:49 PM
    • #4

    The theme itself looks pretty promising. I suggest you show us where the both teams and the bombsites are on the radar. Good luck!

  • Plexium_
    • September 6, 2019 at 4:58 AM
    • #5

    Day 3:

    -Not much time to work toady and probably tomorrow but I continued working on building out the A route graybox architecture

    -added a couple more boxes/moved boxes around in mid and B

    -looked up some more reference material and added it to the art board

    (no update tomorrow prob ;)

  • Plexium_
    • September 9, 2019 at 3:32 AM
    • #6

    Day 4:

    -build out a lot more architecture around A site

    -began building some mid scaffolding

  • gordonfeetman
    • September 9, 2019 at 3:53 PM
    • #7

    Can't wait for the first playable version of the map! This is one of those maps where I would just walk around just for the sake of walking around and exploring

  • Interfearance
    • September 10, 2019 at 9:09 PM
    • #8

    are those gaps I see in the ground? Be careful with the vertex tool, it can create concave faces that seem flat. These faces create errors and mangle your shapes. As a rule of thumb, always manipulate adjacent vertices.

    If you can't make the desired shape with quad geometry, split in to triangles and the errors will go away.

    Also, if you still cant get the shape looking good, use a model or displacement created from a valid brush.

  • Plexium_
    • September 11, 2019 at 5:28 PM
    • #9
    Quote from Interfearance

    20 hours ago, Interfearance said: are those gaps I see in the ground? Be careful with the vertex tool, it can create concave faces that seem flat. These faces create errors and mangle your shapes. As a rule of thumb, always manipulate adjacent vertices.

    If you can't make the desired shape with quad geometry, split in to triangles and the errors will go away.

    Also, if you still cant get the shape looking good, use a model or displacement created from a valid brush.

    Those not actually holes in the ground, lol. I added in those lines to some of the ramps around the level as decoration (of course they will be clipped and such) but thanks for looking out anyway.

  • Plexium_
    • September 19, 2019 at 5:01 AM
    • #10

    First off, sorry for not posting here for so long I have been very busy the past couple days and haven't had a chance to update you guys here but I have made progress

    -Added ledge in mid for faster rotates

    -Finished graybox for B/mid entrance

    -worked on mid graybox

    -finished A entrance graybox :)

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