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de_devotion (WIP)

  • EKSDUARD
  • July 7, 2024 at 2:31 PM
  • EKSDUARD
    • July 20, 2024 at 7:35 PM
    • #21

    Outer route to A and the collapsed tower

    This area is solely responsible that I have continued developing the map past phase 1. I tried to recreate it as closely as I could to phase 2 version. The first section next to garage area is where Ts and CTs meet and who ever gains control over this room dictates what happens next as this position is where you can throw utility to A site and sniper spot. ❶ I added a window in this room looking towards B site. ❷ It allows to see upper mid and route to B. I made the access on a raised platform to make it as a decision and you should be only exposed when on the platform. Looking at the next room it is the last area before A site❸, it is vital for CTs because even if they don’t allow Ts direct route to A site the Ts can use the route at the collapsed tower to flank them❹. I made the exit from the collapsed tower to the left so that Ts can concentrate on one sightline instead of two. I added the dividing wall to the way to A to break up sight lines and make the approach have more tactical options. ❺

    This area is in the part effected by the fire, recently the repair works have started. The old fortress tower has collapsed, and work has started to stabilize the remaining core. ❹

  • EKSDUARD
    • July 20, 2024 at 7:36 PM
    • #22

    Outer route to A and the collapsed tower part 2[/b]

  • EKSDUARD
    • July 20, 2024 at 7:51 PM
    • #23

    A site and sniper spot

    The origin of the map so to say. The aim for the sniper spot is to have high risk and reward, you can get a lot of information, but you are exposed to a lot of angles. Sticking to the right-side wall you are covering the cafeteria area and can expect opponents from two angles. ❶ If you go to the left-side wall you can partially see over upper mid, but you expose yourself even more. ❷ If you jump on top of the ledge, you can even see a bit of B site (haven’t decided if I should brake up this sight line). ❸ You can also jump off the ledge and survive if you have more than 2/3 of hp left. You also need to be aware that you can be easily flanked from back of the site. ❹

    The rest of the layout for A site came naturally combining all the routes together and keeping the sniper spot as the highest point in the map from the start of creating the map. ❶ I added boxes to brake up sight lines from connector stairs. ❺ Haven’t decided if I should add even more boxes. The railing part plays an interesting dynamic with all the routes to A site, CTs should know where Ts are to successfully defend. ❻ There is a gap in the railing where you can boost a player up to flank anyone on the site.❼

    There used to be the family’s reliquary cabinets at the site but now the fire has exposed stone carvings depicting family’s history. ❽ The roof has partially collapsed allowing utility to be thrown on to the site. ❾The repairs have recently started.

  • EKSDUARD
    • July 20, 2024 at 7:52 PM
    • #24

    A site and sniper spot part 2[/b]

  • EKSDUARD
    • July 20, 2024 at 7:52 PM
    • #25

    A site and sniper spot part 3[/b]

  • EKSDUARD
    • July 20, 2024 at 7:57 PM
    • #26

    CT spawn

    After making A site I wanted to make CT spawn feel as a part of the map that is regularly used. So, I made the lower route to A basically go trough it. ❶ The layout perhaps needs some changes but generally it functions fine.

    You can see the stairs that usually would lead to the second floor of the house, but they partially collapsed in the fire. ❷The doors behind the CT spawn leads to the rest of the house and are closed as the special forces has secured that part of the house already (the map has to end somewhere it is quite large as it is). ❸

  • EKSDUARD
    • August 4, 2024 at 3:38 PM
    • #27

    I updated the map:

    - Added buildings and made roofs for them. - And made outer area of the map more lifelike. - Remade an area on the outter route to B site. - Added bins and cars to servants yard. - Added a trash collecting box in the garage area. - Changed skybox texture. Got it from here: https://polyhaven.com/a/kloofendal_48d_partly_cloudy_puresky thank you to the people who made it. - Made rough details around the map.

    To sum that up I tried to make the map look a more like a place and added detail to every part and vastly increased my hammer skills and knowledge. But to be honest I am still learning how to make my ideas come alive and this is how far I could take them (by starting when I started) in the limited time allocated to stage 1 of the competition. I am looking forward to continue the development of the map regardless if it advances to stage 2 or not.

    Now I feel that the map is at the point where playtesting sessions would greatly benefit it. I also wanted to add the rough idea of the surrounding 3d skybox but I need to spend more time improving my skills to make it properly so that's an area where I will be putting more of my time. After the playtesting - analyzing what needs to be changed and implementing those changes, I want to look at each area of the map and greatly improve by spending appropriate time on each one. I also will work on custom and location appropriate textures by using my graphical tablet.

    As always any feedback is highly appreciated.

  • EKSDUARD
    • August 4, 2024 at 7:27 PM
    • #28

    The newly added building on the outer route to B site:

  • EKSDUARD
    • August 4, 2024 at 7:28 PM
    • #29

    Other screenshots:

  • EKSDUARD
    • August 4, 2024 at 7:28 PM
    • #30

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