awesome, was thinking about doing a map based on the secretive Vatican observatory and the lucifer telescope. excited to see this finished.
Posts by phantasmagoria
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Thanks for the feedback, much appreciated. I keep tearing it apart and rebuilding stuff, and i am working on custom textures once layout is finished, had to struggle to get vtfedit to work on my computer but works fine now. also ill look into substance, no longer a student so i lost ps and a lot of other tools, would like to make custom assets but don't have any skills with modeling. I was thinking of scrapping this map for the contest and going another direction - a cs map where Somalian pirates have taken over an island resort recently devastated by a hurricane/tsunami/cyclone etc and are keeping hostages they captured from a wealthy yacht.
anyway here are some updated shots -
Spoiler
t approach to mid and upper Spoiler
upper overlook hole, opens to a room with a door before entering the overlook will add lighting sooner or later. Spoiler
a look at two ways to b, which is still being developed. Spoiler
left alley to mid, gets cover from overlook but still vulnerable to rifle fire, also notice the boxes along the ct side overlook, can use to shortcut into b. ts can climb to look over, cts can not climb back over from mid. Spoiler
a general overview of the reworking of the original, looks nothing alike. -
same, i just tried to open it and its not working at all.
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agreed, looks great so far, been wanting to do more outdoors and displacements stuff, but you may want some more overlap between paths, why I'm struggling with my current map atm, gotta balance and make it more interesting.
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Gonna sub on workshop, hit me up if you wanna run some 1v1 with bots for testing and ideas. Steam id- pict
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played around with some bots, a few ideas for some spots,
at this spot maybe make that door accessible from the bottom door connected to the wall. this gives cts a weird kind of sniping spot that covers all but that side approach and makes it risky because the t coming from that entrance to the site can use the stairs you would have opened up as a flanking tunnel or general cover as they come into site.
this approach to the other bombsite could be opened up with an overlook in one third giving both teams information on what the route looks like and opens up interesting firefights
this spot could use a nook or maybe a small way through an apartment or something to loop around and get a vantage point on site, or as an alternate approach so not everyone has to funnel through the tunnel.
overall good work so far
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Ok, I've been doing a lot of tear down and rebuild, I need more interesting angles and less blocks so I'm currently working towards that.
Here are a few screen shots of some updates as well as testing theme and color.
Updated tspawn, added a tunnel to the right side of middle for balance, also cleaned up the unnecessary route to first door at fountain choke at long a
Updated fountain choke, made the left path meet from long instead of coming in from mid and was playting with texture
Not much change at A site, just added some minor detailing and color, added a view of the back loop around sniper spot from apartment/mid
A shot for the sniper balcony at mid overlooking the intersection. I removed the old wall and railing and an working on a new concept in the bottom left, i didn't like the original plaza area.
another look at mid being reworked as well as reworked tunnel from tspawn. simplified the idea and blocked route to left side mid forcing tunnel to go around for a flank on the ct approach at trellis upper. reworked stairs/ramp down to mid to be longer and more dangerous
added a side room to the mid stair tunnel to B to help with negating snipers up the hill and add more spots to watch for if cts flank around from the right.
Tunnel to B has been redesigned and added los blocking hiding spots with a climbable area of scaffolding to try to peek into the bombsite.
as you can see it is still in pretty early development, i am still trying to figure out site B and long B.
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I like that you’ve made the pools shape more interesting, looks good so far, I’m excited to see the map top down.
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Thanks, I've been into mapping since 1.3 but quit playing cs so much a few years ago. I'm hoping some time next week, at least the rough dev textured one. I'll post more screens as I'm working.
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Hello, just getting back into mapping after a few years and just wanted some general ideas and criticism on a project I've been working on for a while off and on. ive torn it apart and reconstructed quite a bit since the original version.
Here are the top down maps, one with terrorist routes
And shots of t spawn and ct spawn
2 choke points to site A
site A
I'm still working out b since it is also ct spawn, going to change it, I don't like timings. I will be looking to playtest the rough in soon.
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looks good so far, had an idea like this a while back, good luck!