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Maginot [Wingman]

  • Edude
  • July 31, 2020 at 5:45 AM
  • Edude
    • July 31, 2020 at 5:45 AM
    • #1

    Hello everybody! I'm creating a map (based on the Maginot Line) for the Wingman's Contest - provided by Source Engine's Discord. I started the map 3 weeks ago and I'm on the detailing phase, slowly progreeding area by area, worried with the time left. I decided to follow this strategy: detail 75% of every area and after that (and gaining some time) I'd put some final touches + polishment + optimization.

    Spoiler

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    I wonder, should I keep doing it in a hurry or is it better to make it with no rush and patience (losing the deadline)? There's still a lot to do and I'd like to hear your opinions...

  • Kokopelli
    • July 31, 2020 at 6:35 AM
    • #2

    Looks cool so far. If it's important for you to have this map entered in the contest, I would just keep doing what you're doing, giving each area a rough pass until the whole map has some degree of art. Then if there's still time you can polish it up more. And of course, once the contest is over you can continue to work on it. It doesn't have to be a competition winner to be considered for future mapcore wingman hub map pools.

  • wazeecha
    • August 2, 2020 at 4:09 AM
    • #3

    Cool theme ? I like the whole WWII revisited aesthetic.

    As far as detailing, I find it easier to stay motivated by jumping around between different areas as I get ideas. On the other hand, I think this also led me to go a bit overboard in some places while overlooking more practical optimization/gameplay work that needed to be done.

    There's still almost two full months, and if you've got all that done in 3 weeks, seems like you should be on track to finish in time working at your current pace.

  • Edude
    • August 3, 2020 at 6:15 AM
    • #4
    Quote from Kokopelli

    On 7/31/2020 at 2:35 AM, Kokopelli said: Looks cool so far. If it's important for you to have this map entered in the contest, I would just keep doing what you're doing, giving each area a rough pass until the whole map has some degree of art. Then if there's still time you can polish it up more. And of course, once the contest is over you can continue to work on it. It doesn't have to be a competition winner to be considered for future mapcore wingman hub map pools.

    Thanks for your comment! I'll keep my strategy for now and I'll try to finish the map in time for the contest - but with no pressure. New updates to this topic may come soon according to the map's progress.

  • Edude
    • August 3, 2020 at 6:30 AM
    • #5
    Quote from wazeecha

    On 8/2/2020 at 12:09 AM, wazeecha said: Cool theme ? I like the whole WWII revisited aesthetic.

    As far as detailing, I find it easier to stay motivated by jumping around between different areas as I get ideas. On the other hand, I think this also led me to go a bit overboard in some places while overlooking more practical optimization/gameplay work that needed to be done.

    There's still almost two full months, and if you've got all that done in 3 weeks, seems like you should be on track to finish in time working at your current pace.

    Yeah me too, I find this theme definitely interesting. Lately I've been noticing that, I may follow your idea and jump around the areas! About the deadline... I'm a little worried because I've been suffering from tendonitis these days, I have to make a break from time to time.

  • Edude
    • August 6, 2020 at 5:02 AM
    • #6

    Screenshots of some areas's progress - there is still a lot to do... It will be hard to optimize and polish when the time comes since I'm using a lot of displacements.


    Spoiler

  • zombi
    • August 6, 2020 at 9:41 AM
    • #7

    Looks nice! Keep up a good work

  • Coachi
    • August 7, 2020 at 1:05 AM
    • #8

    Really nice job with the time you've spent so far on this, it's really impressive. Just be aware about player orientation, closed environments tend to be really unforgiving for players, so you should try to make every area unique and have something memorable on them, like a hero prop. One example of this issue happening on a closed map is Goliath, a wingman map with a really similiar theme. I've played it before and the layout works well with the gamemode, but the main problem with the map is player orientation, besides the central room (bombsite) it's really hard to know where you're at on all of the closed bunker corridors and rooms.

  • celery
    • August 7, 2020 at 5:57 PM
    • #9

    I'm with Coachi. The map looks great, layout looks playable. Really embrace your theme because it seems awesome.

  • Edude
    • December 16, 2021 at 8:42 PM
    • #10

    Some new screenshots!

    Due to personal problems, I had to pause the development of this map a few times. I hope to complete it in mid 2022!

  • Edude
    • January 13, 2022 at 9:44 PM
    • #11

    More WIP screenshots!

  • Edude
    • February 16, 2022 at 7:05 AM
    • #12

    Some more screenshots!

  • will2k
    • February 18, 2022 at 8:40 PM
    • #13

    Great work so far ?

    Giving me strong flashbacks of de_prodigy from CS:Source

    [Blocked Image: https://vignette3.wikia.nocookie.net/cswikia/images/1/10/De_prodigy_css.jpg/revision/latest?cb=20100224054311]

    [Blocked Image: https://vignette4.wikia.nocookie.net/cswikia/images/e/e7/Css_prodigy_big.jpg/revision/latest?cb=20131101232917]

  • Dabu
    • February 18, 2022 at 9:02 PM
    • #14
    Quote from will2k

    21 minutes ago, will2k said: Great work so far ?

    Giving me strong flashbacks of de_prodigy from CS:Source

    [Blocked Image: https://vignette3.wikia.nocookie.net/cswikia/images/1/10/De_prodigy_css.jpg/revision/latest?cb=20100224054311]

    [Blocked Image: https://vignette4.wikia.nocookie.net/cswikia/images/e/e7/Css_prodigy_big.jpg/revision/latest?cb=20131101232917]

    BMS used de_prodigy textures :)

  • Edude
    • March 9, 2022 at 7:51 AM
    • #15

    Thanks for the support! I was inspired by many references, one of them being Prodigy! The work continues on the map and now I'm detailing interiors. Screenshots of the tunnels below. Some scenes are visibly more done than others, and I feel that the end of the project is still a long way off.


    Arranging each piece of wires and conduits is a lot of work and I will probably have to use prop combining in the future. Does anyone know tips on how to do it?

  • Edude
    • April 7, 2022 at 4:26 AM
    • #16

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  • sethen
    • April 9, 2022 at 2:18 AM
    • #17
    Quote from Edude

    On 4/6/2022 at 11:26 PM, Edude said:

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    Gave me uncharted 1 vibes. Such great attention to detail, both minimal and overall. Kudo's to you!

  • Edude
    • July 28, 2022 at 10:35 PM
    • #18
    Quote from sethen

    On 4/8/2022 at 10:18 PM, sethen said: Gave me uncharted 1 vibes. Such great attention to detail, both minimal and overall. Kudo's to you!

    Thanks for the feedback sethen!

  • Edude
    • July 28, 2022 at 10:52 PM
    • #19

    Maginot (Wingman) - Released! After a long journey to finish the development, I'm satisfied with the results and pleased to present: de_Maginot.

    Workshop Link: https://steamcommunity.com/sharedfiles/fi…399&searchtext=

    Map Trailer:

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    Balkan terrorists have occupied a deactivated bunker from WWII. Storing ammo, bombs and even WMDs, they are scheming an attack against Paris. After verifying the accuracy of an anonymous report, the GIGN planned an operation to reclaim this no longer desert bunker.


    This map was inspired by the controversial Maginot Line located in France and has been in development since July 2020. Designed for Wingman but has 4v4 support.


    Special Thanks: Sora, Vinhado, Daren2340, Hibiki, Geison66, Loki, Celery, Baulin, Akgb, R2d02, Tomotoloco, Squidski and Fmpone.



    Hope you have fun in this historic place!

  • Donskioni
    • July 29, 2022 at 7:38 PM
    • #20

    Such a solid job applying grime dirt ect! Love some of the sign details ect ... :) great work!

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