"Those darn animal rights activists are at it again!
While anarchists are attempting to destroy a friendly family chicken farm in response to 'alleged' animal cruelty,
SWAT is moving in to stop the carnage and make sure that everything turns out...
over-easy."
[Blocked Image: https://i.imgur.com/cNGxPi3.png]
de_dozen (Beta v1.0)
de_dozen is an in-progress CS:GO Wingman 2v2 map scheduled for full release in September 2020 as part of the Source Engine Discord Wingman Level Design Contest. At this stage I have published a v1.0 beta build of the map, in the hopes of finally having some playtesting done on it. This is the second map project I've started in hammer (see de_shortbloc for my earlier work). The theme and design was incepted in early May, so this release represents about a month and half and a little under 100 hours worth of work.
Original moodboard:
Spoiler [Blocked Image: https://i.imgur.com/Wsu4GFh.jpg]
Layout sketching (pre-alpha):
Spoiler [Blocked Image: https://i.imgur.com/FcOJOK8.png]
Alpha walkthrough video:
Spoiler
Initial Skybox planning:
Spoiler [Blocked Image: https://i.imgur.com/cSWhIrg.png]
Beta version screenshots
Spoiler [Blocked Image: https://i.imgur.com/k3Q8emE.jpg]
Aerial view of outdoor areas (lower lot, truck and CT spawn; upper quad to T main and drop stairs)
Spoiler [Blocked Image: https://i.imgur.com/uoxuwmq.jpg]
Bombsite A (Rolling doors on lower right side open to Garage/CT Spawn, top center is T Long)
Spoiler [Blocked Image: https://i.imgur.com/S1Jf3ps.jpg]
T Spawn (T main through window, path to Long via ramp on right side)
Spoiler [Blocked Image: https://i.imgur.com/zZsiPcQ.jpg]
Garage (CT Spawn)
Spoiler [Blocked Image: https://i.imgur.com/7ubuuGd.jpg]
T Main to Office. Connecter to Long through right hand hallway, window/stairs to Garage.
Spoiler [Blocked Image: https://i.imgur.com/R8W0bua.jpg][Blocked Image: https://i.imgur.com/Z4iSkit.jpg]
Cages to T Long
More screenshots available on the workshop page. Please send any feedback or criticism if you give it a try. At the moment there's still a lot of work to do, between detailing, optimization, and fine tuning lighting, sound, displacements. I've mentioned in other threads, I find myself much more focused on detailing rather than brushing, so I have no doubt there may be some gameplay flaws I overlooked. Thank you in advance for your honesty in that department.
More updates to come.