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  3. wazeecha

Posts by wazeecha

  • [CS:GO Wingman] de_dozen

    • wazeecha
    • June 30, 2020 at 6:57 AM

    After dealing with a stand-in brush "model", I've finally got my hands on a proper egg carton from: https://grabcad.com/library/simple-egg-carton-1

    Unfortunately the author did a bit too good of a job on it, and Crowbar was not able to compile all of the geometry, so I had to decimate the hell out of it:

    Spoiler

    It turned out a bit wonky after removing so many faces, but at least now I was able to get it compiled and in game. For my purposes I think it fits fine:

    Spoiler

    (Sorry for the bad lighting, this was a fast compile) You can see the original brush model I was using toward the back.

    The initial version of de_dozen has been out for about a week now, but there's been a lot going on since then. Loads detail improvements, fixes, soundscape implementation, and more will be coming in the next update, which I plan on publishing the second week of July.

  • [CS:GO Wingman] de_dozen

    • wazeecha
    • June 25, 2020 at 1:41 PM

    Radar file has been updated with v1.1. I realized some walls and pathways were missing, also wanted to try out a new color scheme:

    Spoiler [Blocked Image: https://i.imgur.com/hAvVI8T.jpg]

  • [CS:GO Wingman] de_dozen

    • wazeecha
    • June 25, 2020 at 7:40 AM

    "Those darn animal rights activists are at it again!

    While anarchists are attempting to destroy a friendly family chicken farm in response to 'alleged' animal cruelty,

    SWAT is moving in to stop the carnage and make sure that everything turns out...

    over-easy."

    [Blocked Image: https://i.imgur.com/cNGxPi3.png]

    de_dozen (Beta v1.0)

    https://steamcommunity.com/sharedfiles/fi…/?id=2140771293

    de_dozen is an in-progress CS:GO Wingman 2v2 map scheduled for full release in September 2020 as part of the Source Engine Discord Wingman Level Design Contest. At this stage I have published a v1.0 beta build of the map, in the hopes of finally having some playtesting done on it. This is the second map project I've started in hammer (see de_shortbloc for my earlier work). The theme and design was incepted in early May, so this release represents about a month and half and a little under 100 hours worth of work.


    Original moodboard:

    Spoiler [Blocked Image: https://i.imgur.com/Wsu4GFh.jpg]


    Layout sketching (pre-alpha):

    Spoiler [Blocked Image: https://i.imgur.com/FcOJOK8.png]


    Alpha walkthrough video:

    Spoiler

    External Content www.youtube.com
    Content 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.


    Initial Skybox planning:

    Spoiler [Blocked Image: https://i.imgur.com/cSWhIrg.png]


    Beta version screenshots

    Spoiler [Blocked Image: https://i.imgur.com/k3Q8emE.jpg]

    Aerial view of outdoor areas (lower lot, truck and CT spawn; upper quad to T main and drop stairs)

    Spoiler [Blocked Image: https://i.imgur.com/uoxuwmq.jpg]

    Bombsite A (Rolling doors on lower right side open to Garage/CT Spawn, top center is T Long)

    Spoiler [Blocked Image: https://i.imgur.com/S1Jf3ps.jpg]

    T Spawn (T main through window, path to Long via ramp on right side)

    Spoiler [Blocked Image: https://i.imgur.com/zZsiPcQ.jpg]

    Garage (CT Spawn)

    Spoiler [Blocked Image: https://i.imgur.com/7ubuuGd.jpg]

    T Main to Office. Connecter to Long through right hand hallway, window/stairs to Garage.

    Spoiler [Blocked Image: https://i.imgur.com/R8W0bua.jpg][Blocked Image: https://i.imgur.com/Z4iSkit.jpg]

    Cages to T Long


    More screenshots available on the workshop page. Please send any feedback or criticism if you give it a try. At the moment there's still a lot of work to do, between detailing, optimization, and fine tuning lighting, sound, displacements. I've mentioned in other threads, I find myself much more focused on detailing rather than brushing, so I have no doubt there may be some gameplay flaws I overlooked. Thank you in advance for your honesty in that department.

    More updates to come.

  • WIP in WIP, post your level screenshots!

    • wazeecha
    • June 9, 2020 at 7:44 AM

    I shared this on r/csmapmakers yesterday, but here it is again, current state of de_dozen WIP:

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    Content 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.

  • de_shortbloc

    • wazeecha
    • May 5, 2020 at 6:27 AM

    Just to add to the collection of "my first map" posts... de_shortbloc: a wingman 2v2 cs:go map.

    This was the first project I've completed to this stage, which I initially released on April 30th after 55 hours of learning my way through Hammer and then mapping and detailing. Yesterday I released an updated v2 with improved env lighting, more detailing work and random issue fixes. Will continue to fine tune as I get feedback, but as this was my first project in hammer, I was more focused on experimenting with everything in the entire map-making process so some of the stages were likely a bit rushed.

    https://steamcommunity.com/sharedfiles/fi…/?id=2079112663


    de_shortbloc consists of the 5th floor and roof of an apartment bloc. The radar overlay probably needs fine tuning as I realized the transparent second level doesn't work too well, and I didn't have the courage to try a multi-level radar yet.

    Roof layout showing CT spawn (right side by stairwell door) and roof access to bomb site in center.

    Main hallway from Shop, or laundry area, with door to Kitchen apartment that has bomb site access through a breakable wall. This is still CT side with T's attacking from the other end of the building.

    Bomb site from elevator vent access. Centered is breakable wall to Kitchen, on right is breakable wall of main hallway. These walls were a big part of the initial brainstorming, so while maybe not the most practical gameplay element, I've left them in the final version. Around the left wall is a door with balcony access. The buckets are normally stacked up, but I knocked them over while in noclip and didn't realize until after the fact.

    Speaking of balconies, here is the exterior approach. Only 5th floor balconies are accessible. Far balcony is a sniper box accessible from roof or vents. Ts start by the near balcony via Library apartment, and then have roof access via the fire ladder, or can continue to site via the clotheslines which are walkable. I know that might not be super intuitive, but like the breakable walls, walkable clotheslines were one of the ideas I initially built the map around, so it stayed.


    Again, it's not the most polished piece in the world, but I'm happy so far as a first go, and hope to improve going forward. Thanks in advance for any and all feedback!

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