Posts by crowbAr
-
-
This map was known as "Paderborn" before.
"Steinhausen" is a defusal map set in an old german village at the mountains. The map is mainly designed for smaller match ups, mainly 5vs5, but should also work okay with 10vs10 and supports up to 24 players.
Steam Workshop link:
http://steamcommunity.com/sharedfiles/fi…s/?id=505715747
Steam Profile:
http://steamcommunity.com/id/Aizawaa/
Version 1.1 (29.08.2015)
Version 1.0 (24.08.2015)
QuoteRemake (10.08.2015)
QuoteReady for playtesting (11.07.2015)
QuoteDisplay MoreBombsite A went through the most changes and I am still not happy with the pile of crates in the middle, but I couldn`t think of anything else so far to create that type of cover.
For this bombsite I took some inspiration from bombsite B on cache.
This is the area before bombsite A. The timings are still off. What I wanted to do is create an area like ramp on Nuke, an area before the bombsite which the terrorists have to take first, but can use to spread out to the whole map.
Map Overview.
Overpass on Bombsite B.
The terrorists entrance to Bombsite B. Both sides can also boost over the wall.
Orange-/Greybox (05.06.2015)
QuoteDisplay MoreMap Overview:
For this map I wanted to reward players who like to flank and can think of creative ways of faking/taking a bombsite. I want to combine many ideas of my previous maps to create the best map I have ever done. That is also why I hope my map will be playtested.
Bombsite A:
For bombsite A I first didnt have a fresh idea, so I took an idea from a Black Mesa map I was working on. Now after some revisions it now looks much different than it did at first but the thing that makes it fun (hopefully) is still there. That is the sniper tower at the back, but you can only reach it from the bombsite itself, there is no safe route to it. As a CT you have enough time to go up there, but even up there you will be at risk because of the low amount of cover, but on the other hand you can watch every spot on the bomb site. Thats a little bit like heaven on Train. As a terrorist you can risk going up there after planting the bomb, but might get killed at the process. If you make it though you have a very powerful position.
Bombsite B:
I had the idea about a bridge which spans over the whole map. From that bridge people can rotate easily and also watch many positions. Later I made the bridge a little bit smaller, but now it also goes to bombsite B which hopefully will create some dyamic battles and also give some varied potential positions to hold the bomb.
Mid:
On the top left you can see the bridge which leads to bombsite B and to the area before bombsite A. So far there isnt that much special about the middle though, I went for a classic approach. I thought about making it a little bit like banana from Inferno.
CT Spawn and T Spawn are currently just empty, so they arent worth talking about now.
Planning and Layout
QuoteDisplay MoreRough Layout planning:
Early plans:
Revisions:
before Bombsite B: Bombsite B:
Final changes to Bombsite B:
preliminary Layout:
Later changes I did on the fly while mapping without makes sketches first
Reference photos
Quote -
Max Payne map, I like
-
-
ahh env_sprite. I didnt know how to make glows for lamps and because its just a small thing I didnt check how to do it. As for the textures, I only used official textures I dont know how I could change something about them.
-
updated the map. Text gets black when copy pasting for some reason oO
- fixed performance- replaced fences between houses on A- replaced houses on long- replaced some house textures- improved streets visual quality
- replaced walls on B with much higher quality walls- replaced some textures all around the map- fixed some unintended boost spots all around the map- replaced the wooden fence from A to Mid with a high stone wall
-
nice to see some new high quality Insurgency maps, but thats all I can say about it now cause I dont have the game installed currently

-
Quote from TheGuma
First of all, it's a bit repetitive. It seems like every building in the block is nearly a copy paste of the other. They don't variate.
Yeah you are right most buildings are just copy&paste xD. I'm already working on some new buildings though. Performance optimization is my current priority though.
Quote from TheGumaMaybe add some color changes, different scale / form?
I have many different colors
Quote from TheGumaThe buildings also seem to be a bit bland... Maybe add some depth to them, trims.
Buildings are based on real houses right next to our home (the whole map is) and they looks almost identical. But I understand why you might not like it, Ill think about something.
Quote from TheGumaIt seems like the wall is completely flat. Adding some shape to it might help. Add pipes, try to have colors more uniform on the buildings.
which wall? You mean the walls of every building? I want to keep the colors this way, because this is based on a real location and I like the theme. I think maybe because every house outside the map has the same color it looks weird, I will think about it.
Quote from TheGumaThe buildings also lack lamps and objects around them such as garden tools ETC.
I dont understand what you mean by this. The buildings have lamps, but I cant think of anything else you could put there. (I also have bushes and stuff of course)
Quote from TheGumaI also suggest changing the crates. The metal construction bag props don't seem to fit in an area that has no visual clues that an construction is going on.
The wooden white/brown boxes are also a bit ugly. My suggestion is that you would pick one type of wooden crates and use it throughout the map.
The crates on the bomb spots are explosives, not construction bag props, also used in de_inferno as you probably know. I will think about changing the other crates or replace them with something else.
Thanks for the detailed feedback!
-
-
thank you for this feedback. I already know about the places you can jump on, many of them are not intended an will be fixed. The thing is I'm not sure if I have the motivation to make big changes, because I don't know if its worth it, will people play it?
edit: btw this is based on a real location, just 5 minutes away from our place. I used to play there a lot as a child

-
now with Deathmatch support!
-
Hi,
I'm new to these forums, but I knew it for a long time. I finished a map I was working on so I thought now is the perfect time to create an account and also release it here. Should I post screenshots here, or is it ok if they are just on the workshop page?
External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.Steam Workshop link:
http://steamcommunity.com/sharedfiles/fi…s/?id=442514678
Description:
It's bedtime kids, time to go home. You dont want to be on the playground at night.
"Bedtime" is a defusal map designed for competitive play (matchmaking level).
The map is set at night, but visibility was my highest priority so there are a ridiculous amount of lights on this map.
The Skybox is open allowing for all kinds of nade throws.
Different surfaces used for the ground allow you to locate enemies easier by sound.
No fog and no random props in the middle of the map aside from cover.
Clean textures with good contrast everywhere on the map.
This is a small map compared to existing ones, so it might feel weird at first but please give it a fair try. I didn't try to make a super competitive map, but one which could be played in matchmaking (which is not the most serious enviroment).
Please give me feedback, I REALLY appreciate it.
Terrorist want to plant a bomb at a playground to create a distraction for the police, so their second team can start a heist on a bank. But the Counter-Terrorist group had an undercover agent which gave them intel, so they are prepared for them. The Terrorist commit to the plan anyway.
Custom Skybox from Gamebana: