I think this is my fav entry. Reminds me of my `Medal of Honor: Allied Assault` playing days.
Posts by DazRave
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Quote from blackdog
On 11/14/2019 at 1:07 PM, blackdog said: Like @Roald I haven’t read all that text tbh.
The progress you’ve made is impressive, it’s a challenging and impressive project!
What I don’t understand is if the main halls are playable areas or not. If they are, how are you planning to deal with the incredibly long sight lines?
It's a good question and was one of the risks we knew about at the start. So, the lower mall corridors has most cover provided by a combination of store kiosks, advertising boards and other usual mall furniture. Taking inspiration from a lot of 'mids' from other CSGO maps, there will still be relatively long lights but not so much that it's impossible to advance. The higher mall corridors are extremely open, if there's a competent sniper in the correct position then without flash bangs or smoke it will be near impossible to run down. However, where there's high risk there's reward, as it's the quickest route to both bombsites. Another factor is the time it takes to get into position for snipers. CTs and Ts both start at the end of a mall corridor with a 90 degree bend separating complete line of sight. Both teams would arrive in the middle at roughly the same time if they were to charge at each other. Both teams also have 2 alternative routes they can take to advance towards the bomb sites via accessible stores, mall service areas/corridors and a cinema.
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As much as this map is absolutely incredible, like seriously amazing with a timelapse to-boot, I agree with @Ynel.
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Quote from csWaldo
20 hours ago, csWaldo said:
That's not entirely true. A lot of these assets (including Yanzl's) are free for non commercial use only. I doubt anyone will be upset if you're just submitting your level to be part of the contest, but if there's any chance of you winning money in this contest with someone elses assets, you would probably want to talk to the asset creator beforehand, unless the assets are specifically licensed for commercial use.
Custom assets aren't just set dressing that some artist will make for you in return for prize shares, usually. Environment art is just as much part of a map as is level design. People have different strengths and both aspects require a lot of work hours so most experienced people here will gather in small teams and split up the work to get the project done in time. If environment art isnt your strong side then ideally you should look for a partner to share your project with who can deal with that side of things. Though a single person can still manage on their own. The best example of that would Biome, the winner of the last contest.
Yeah that makes sense. I appreciate the post and clarity brought. Thanks
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Update 4 I'm happy to report that I'm now collaborating with @That50'sGuy who is providing some very dandy props and textures for me to use in order to make the map really pop. Can't thank him enough for spending time helping me when he also has his own map, Blossom, to think about! Make sure to check it out. As for the map itself, I've started work on bombsite A which is a luxury jewelry store. Not much time has been thrown at this area yet however I wanted to share some update photos and announce the collaboration news.
Spoiler [Blocked Image: https://i.imgur.com/LwKaVg1.jpg][Blocked Image: https://i.imgur.com/0kvd1Vf.jpg]
In other news, during my research of the Mall that i'm basing this map on, I found a few unknown facts about it. Long story short... the local news picked up on my findings and reported about them.You can read about it here
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Quote from That50
1 minute ago, That50'sGuy said: Sounds real nice! I like the ambition! If it's not too much to ask, could you perhaps PM me a simple sketch of some of your ideas along with the preferred dimensions of the props? The sketch doesn't have to be complex at all, just enough to give me a sort of idea of what you're looking for.
Shouldn't be a problem, I've already got the shop front 'openings' blocked into hammer which gives me fairly accurate window sizes. I can then provide the rest during this weekend. Appreciate anything you can provide massively.
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I love how visually strong this map is regarding identifying where in the world you are just by the screenshots of the greybox. Now textures have started to be thrown into the mix it's really looking great!P.s. I swear I've seen a post on my forum travels recently that was from you about a mall map idea?
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Quote from That50
5 minutes ago, That50'sGuy said: Sounds cool! If you can't find models for the jewelry, feel free to message me any time. I'm not that experienced with modeling, but jewelry should be simple to model.

Legend. Thanks. I think the eye-candy of that bombsite will be the external facing windows and fancy display cabinets which will also provide players some cover. Oh, and lots of gold!
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Quote from That50
Just now, That50'sGuy said: Seems like an interesting idea. Just out of curiosity, how are you planning the bombsites to look like? That's something I can't wait to see

Bombsite A (the Jewellery store) I've not decided on yet. I hope it to be extremely glamorous at the front of store with big windows (and jewellery on display) but the layout I've not even thought about yet. As for Bombsite B, it's going to be split across 3 rooms with the bomb planting area split across 2 of them. It'll be an Office area, Control room (CCTV screens etc) and a server/generator room. The control room and server room being the bombable sites. I'll have some time to actually block up these areas this weekend.
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Quote from That50
25 minutes ago, That50'sGuy said: Visually it looks awesome! Though while I'm no expert at layout, I'm worried about snipers. It seems like anyone with an AWP will have a massive advantage.
Agreed, this was always a big risk. The upper levels are exposed but also offer the fastest ways to both bombsites (so risk/reward is high). Whereas the lower levels will have a combination of cover from the use of service corridors and when out in the mall itself, kiosks and other mall 'furniture'. Plan is to make sure there's 2 routes that are slow but provide cover and 1 route that's open but if tactically used (smokes and cover fire as a team) can pay off massively.
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Quote from That50
33 minutes ago, That50'sGuy said: If you don't have time to make any custom models, there's a few forums on here where you can grab some nice custom models already made. Just so long as you give credit

This pack in particular is one of my favorites: https://migrationtest.mapcore.org/topic/21830-ya…#comment-440575
Oh well, that's good news. I appreciate the heads up, wasn't sure if it was frowned upon to use someone else's (with credit) in a competition.
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Appreciate the advice from the both of you @Roald/@JorisCeoen. Thank you for taking the time to write them. I've made an advance towards the ideas you both have. The main mall areas will now (kind of) serve as a 'mid' and are the only areas that will be true to the real location. A combination of accessible stores and service corridors are going to be the 'made up' parts and serve the biggest way to improve the flow and gameplay of the map. I've sketched out a layout that I'll attempt to block out over the weekend in Hammer. This should give me the very basics for a few games vs bots to see how far off I am from something that works. p.s. thank you also for the kinds words.Update 3 With the above in mind...Main areas of the map will be:
- Regent Crescent* (access to T spawn)
- Peel Avenue* (access to CT spawn)
- The Dome* ('Mid')
- Jewellery Store (Bombsite A)
- Security Control Room (Bombsite B)
Key map features:
- The Jewellery Store (A) is quick to access (for T's) but carries higher risk
- The Dome is three stories high and offers 'some' oversight into the Jewellery Store (A)
- Motion detected inside the Jewellery Store (A) will trigger an alarm heard in the Security Control Room (B)
- The Security Control Room (B) is on the 3rd floor and offers the most cover
(* Parts loosely Based on real location)Map sketch (Very rough)
Spoiler [Blocked Image: https://i.imgur.com/ZgBOuG9.png]
The Dome Progress
Spoiler
[Blocked Image: https://i.imgur.com/suJ3g9Y.jpg] - In the distance you can see 'Regent Crescent' which leads to T Spawn (located on the ground floor) - Top left you can see where the front of the Jewellery Store will be (Bombsite A) - Top left in the distance, you can see orange columns which lead to Service corridor 1 and ultimately the rear of Bombsite A - To the right on the ground floor you can see the storefront what will become an accessible store for T's to get closer with cover (but longer way around) which is accessed by Service Corridor 3[Blocked Image: https://i.imgur.com/DCZoyLP.jpg] - Top middle features the front of the Jewellery store - Left of image is Peel Avenue which leads to CT Spawn - Right of image is Regent Crescent which leads to T Spawn[Blocked Image: https://i.imgur.com/fVCwVOd.jpg] - This is the sight line provided by the third floor of The Dome looking into bombsite A - Behind this image will be the Control room - It will take roughly 5 seconds to reach this position from the control room (where an alarm will sound if someone enters bombsite A)
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So the more i've been browsing all the entries the more I've realised that the really good maps (kinda subjective, I know) all seem to have modellers cooperating with the build. Are there many in the community willing to help with promises of prize share if it makes it?
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Update 2 Small update today as I didn't have much time at the computer. I did have a little more time to think of a backstory as to why Terrorists would want to bomb an empty mall though.p.s. Excuse the shadows on the screenshots. I didn't have time for a full compile.Backstory An organised criminal gang with ties to a terrorist organisation have targeted a luxury jewelers inside a large mall. The group have planned a sophisticated heist consisting of two alternative options.Plan A - Stealth Knock out the mall's security control room, preventing anyone from raising the alarm and buying the gang time to break into the jewelersPlan B - Brute Force The quicker of the two options is to blow up the vault door within the jewelers, but it's an option that carries larger riskInitial work started on 'the dome'
Spoiler Here's a rough start on the middle of the map (and centre of the mall in real life), it will feature 3 overlooking floors, 12 roman style columns and a huge dome roof. It's likely that I'll place the CT area on the second floor which will give the CTs quick access to both bomb sites.
- To the left of the image is the secondary mall corridor that will lead towards bomb site A (A mall security control room)
- To the right of the image is the main mall corridor that will have bomb site B (the jewelers & vault)
- Both routes have an upper and lower 'deck'
- The upper decks provide very little cover but have much better visibility for snipers
- The lower decks provide a lot of cover but have the longest routes to both bomb sites
- The T spawn will (likely) be towards the every end of the main mall corridor
[Blocked Image: https://i.imgur.com/ZcWsXvI.jpg]
Main mall upper corridor
Spoiler
[Blocked Image: https://i.imgur.com/u03ctag.jpg]
[Blocked Image: https://i.imgur.com/9v0YXvC.jpg]
Very start of the New Orleans themed area of the mall
Spoiler This area is likely to be sealed off and left out for the release of the map. It's part of my bigger ambition to try and create a huge mall for fun custom game types but will not provide any benefit for a competitive game. [Blocked Image: https://i.imgur.com/EIhtNlY.jpg]
[Blocked Image: https://i.imgur.com/JGB4whc.png]
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Update 1 A few progress shots from this evening after adding a roof to the main upper and lower malls. I don't normally detail so early on but to be perfectly honest..... i'm having fun.Sizing up
Spoiler [Blocked Image: https://i.imgur.com/gYjykss.jpg]
Complete Roof:
Spoiler [Blocked Image: https://i.imgur.com/XhlvdGX.jpg][Blocked Image: https://i.imgur.com/vFjN0hz.jpg][Blocked Image: https://i.imgur.com/XnEKnxJ.jpg]
Another reference shot for comparison One thing I'm likely to not attempt is the slight curvature of the mall in the below shot. Since time is short as it is I feel as though adding this curve (as gorgeous as it is) will burn time when I could be getting on with finishing the main areas and making sure it plays correct/is balanced.
Spoiler [Blocked Image: https://i.imgur.com/OW60SO8.jpg][Blocked Image: https://i.imgur.com/uwXTqBc.png]
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Initial Progress Here's a few screenshots after a few hours work. This work was carried out about a week before this map build thread was started.
Spoiler Peel Avenue (upper):[Blocked Image: https://i.imgur.com/3GICQLh.jpg]Regent Crescent (upper):[Blocked Image: https://i.imgur.com/qkn6Mtq.jpg]Regent Crescent (Stairs & Lower):[Blocked Image: https://i.imgur.com/DVa3gnC.jpg]
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About
Spoiler
So this is a map I hoped to create over 10 years ago originally for Medal of Honor: Allied Assault. Unfortunately for me the game died in popularity before I could really get the ball rolling. It's based on a real life location that I have visited to many times to count. I've always thought it was suited to an FPS game due to it's layout allowing a good flow.
I'm a huge fan of Library from GoldenEye on the N64. I loved the multiple layers of the map, where the high ground having less area to roam but the advantage of a good viewpoint whereas the lower levels had more cover and multiple ways to flank, even with hidden doors! I also like how it was two maps rolled into one. You could play Basement for a more 1on1 close combat game, Stack for 1on1 longer range gameplay or Library for a more spaced out 4 player game.
With the old GoldenEye map in mind, my intention is to build a map that can be broken up and played individually depending on the game type. For example; Defuse would be played West to East with the North and South sealed off and in the background, Hostage could be played North to South and finally all areas accessible for casual gameplay such as Arms Race or other custom game types.
Due to the nature of a map such as this, I'm aiming to try and finish just one section in order to submit it in time for the competition deadline (Probably a defuse map). I might not actually make it but getting something out in the wild and play tested will at least scratch my decade and a half old itch. This competition provides me with a bit of motivation and also sharing it's progress feeds my hunger to always be learning.
Backstory
Spoiler An organised criminal gang with ties to a terrorist organisation have targeted a luxury jewelers inside a large mall. The group have planned a sophisticated heist consisting of two alternative options:Plan A - Stealth[/b]Knock out the mall's security control room, preventing anyone from raising the alarm and buying the gang time to break into the jewelersPlan B - Brute Force[/b]Blow up the vault door within the jewelers, a much quicker option but carries larger risk
Layout
Spoiler As this is based on a real world location it means I'm working in a backwards manner then most mappers in the competition. I pretty much already have a basic layout to work from and I've got to adapt it to make it actually work in a game of CS:GO. I guess I'm not making this easy for myself really.
Here's a map and aerial view of the real location:
[Blocked Image: https://i.imgur.com/N4JZtIa.png][Blocked Image: https://i.imgur.com/0TVK7yT.jpg] Yep you guessed it, it's just a mall, but stick with me on this one. This mall is like no other that I've ever seen before. It's almost like what you'd expect from a theme park which is one of the reasons I've always had a love for it.[Blocked Image: https://i.imgur.com/Ti9jCND.jpg][Blocked Image: https://i.imgur.com/U2zUfP9.jpg][Blocked Image: https://i.imgur.com/YV6fCfI.jpg] The mall has a rococo/late baroque architectural style throughout. It also has themed areas such as New Orleans, China Town and a huge cruise liner that acts as a food court. It's an extremely fascinating place to walk around, let alone shop or kill terrorists.
Progress Updates
Initial progress update can be found within the first post(Click an update blow to view)
- Added roof section to main mall
- Initial work on 'the Dome' (CT Spawn) and the map's backstory
- Planned main areas and initial map sketch
- Started work on Bombsite A, a Luxury Jewelers called Raven&Co.
Risks, Comments & Changes
Spoiler
- It's going to be super hard to get the balance of the map correct between T and CT sides
- The mall is relatively symmetrical which i'm hoping helps prevent this problem
- I'm aware long maps give bias to AWPers
- Most of the stores will have their shutters down however some will be accessible in order to provide ways to advance under cover
- I've never created models before and i'm worried the map won't be as aesthetically pleasing as I'd hoped without some custom ones
- I've never really released a full blown polished map to the public before either (only really used them with friends at Lan parties etc) so this in itself is a challenge/a little bit scary.
Fun facts
Spoiler
- The mall was used in a large scale police anti-terror rehearsal back in 2018. Footage of the mock attack can be found online on various news outlets/YouTube.
- The company that originally built the mall has a secret board room under one of the malls famous dome roofs.
- The 2 story mall is said to be 'future proof' regarding expansion. It has a sealed off 3rd floor and the infrastructure already in place for an additional row of stores.
- It's currently the largest mall in the UK (185,000m2) and has the largest food court in Europe.
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Are entered maps allowed to be based on real world locations, nothing was specified but just wanted clarity.
Disclaimer: I know real world based maps are never great due to the nature of their layouts, however I quite fancy the challenge of making one work. It's also what I would see as fulfilling the "locations seen infrequently in CS:GO" criteria.