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Showing content with the highest reputation on 02/23/2021 in all areas

  1. Lizard


    RELEASE Happy to announce that we just released County! This took us a while but we are super happy with the final results. Map is now ready to be played and enjoyed by others players. If you have any feedback, hit us here or in our DM's. Thanks to everyone who helped us trying to workout danger zone game mode and to everyone who provided us with their feedback! Workshop link Thanks!
    12 points
  2. Kokopelli

    [CS:GO] Offshore

    New Horizons Offshore will be getting a makeover with fresh textures and models to further realize the theme and set it apart from other maps in CS:GO (ahemNUKEahem). I'll be running playtests in tandem and going through the layout with a fine tooth comb to make sure gameplay is as polished as can be. Here's a look at the current state of gameplay. Timings (Fastest timings from spawn shown above.) Design Intent One of the most common criticisms of the wingman mode is that planting the bomb doesn't matter enough. My attempt at a solution was to create a layout that encourages CTs to play outside the bombsite to maybe, just maybe, increase the rate at which bomb plants would occur and matter, without making it impossible for the CTs to defend. Sunken Bombsite To give CTs an incentive to push out of the bombsite, I came up with the idea of having a plant zone at a lower elevation than the surrounding area. (wingman_rig_v1) This was the first savefile for Offshore (formerly named Rig). As you can see, the bombsite was completely different back then. I ended up scrapping it because I didn't think there was enough mobility on-site with the big tank taking so much space. What I did like were some of the angles created by the verticality, so I iterated some more with that in mind. (wingman_rig_v2) I even tried a version with the concept in reverse: a raised plant zone, but the vertically issues were even more prevalent (although I don't think that was inherent to the idea of a raised plant zone, but rather this particular attempt.) (wingman_rig_v5) A few iterations later I was still struggling with the bombsite design, but I had developed a few other ideas I was liking. Catwalk System From the start I knew I wanted the map to have an interior section and an outdoor section based on a catwalk system. I loved the idea of having a main route high above sea level and giving players a grand view of the ocean. I intentionally designed the catwalk to be narrow to make timing and positioning really important when trying to advance. I wanted the gameplay to have an element of danger, just like the setting. (wingman_rig_v4) A Vent Like No Other While developing the catwalk section of the map, I came up with my favorite part of the map: the vent system. I needed a way for Ts to counter CTs advancing the catwalk. So I placed a vent opening across the gap below to give Ts a useful angle to hold. I liked that it also gave Ts a way to rotate to the interior section of the map. But what was even more intriguing was the fact that CTs could also jump to the vent to gain a strong flanking position against Ts playing the interior section of the map. This I knew I had to keep. (wingman_rig_v5) (wingman_rig_v13) By version 13 the vision for the bombsite was starting to come together and I had worked out most of the base structure of the map, but I was having trouble figuring out where CT spawn should be to make the timings work as I wanted. (wingman_rig_v20) I tried many different permutations of hallways on the CT side of the map to make the timings work. By version 20 I was close, but I still had some kinks to work. I wanted to break up the symmetry on the bombsite a bit more and also give CTs more mobility when playing on the upper portion of the site. (wingman_rig_v25) By version 25 I had fully arted the map and was satisfied with all the pathing and timings. (wingman_rig_v25) The addition of the upper double door entrance to the bombsite as well as the catwalks around the pillars helped give CTs some much needed mobility on the upper site. (wingman_rig_v25) Placing the CT spawn point here fixed all the timings. With a boostable stack of crates, a ladder and a stairs all within view, my hope is that players are tempted to move out of the site from the get-go. (wingman_rig_v25) This expanded upper area with the crates helped to break some of the symmetry while providing cover for players navigating this side of the upper site. (wingman_rig_v25) The window entrance into the site from mid allows a player to check each position on the upper portion of the site first. By the time they get to the door, they can begin to scan the lower section. They can also use the yellow crate to get a steeper angle into the site. And lastly, the addition of the truss detailing on the exterior allowed for the possibility of giving the Ts a jump puzzle to push into the control room. I love when art and gameplay meet in the middle.
    3 points
  3. Lizard


    Hello everyone ! I think it is a good time to post some screenshots from my newest csgo project that I'm working on with @jakuza. He already made some models and materials that I used in the listed locations. More to come in next passes, County is a map that features everything that comes to mind when typical european thinks about rural part of the USA. It is a danger zone map that features variety of locations you would normally see in rural cities. What I tried to do was to tie these location with some story as well as their placement on the map. I really wanted to avoid 'random structures scattered across the map' feeling some of the community made maps have. First art pass is mostly done in most of the locations. In upcoming weeks I will focus on Motel and Quarry locations which are not shown here in this post. List of locations with a lot of creenshots (a lot of screenshots actually) Church: Police station: Sawmill: Farm: \ Trailerpark: Haunted house: Creek: More to come!
    1 point
  4. Bunglo

    Mortal Kombat (2021)

    This looks dope, I've re-watched the trailer more times than I should have at this point. I kind of want to see this in theaters but you know, southern california and the corona.
    1 point
  5. 1 point
  6. Radu

    de_vara (ex de_iarna)

    I finally got around to walking through this. First impression is pretty good. I like the layout shape and how organic it is. Feels pretty fresh, maybe leaning towards Insertion. I think an important aspect to consider is to differentiate it enough from Insertion, especially since the second one is releasing soon. Some things you could improve right off the bat are: Both ends of the train track are visually identical. It would help a lot to differentiate between them by adding some road towards the A site building. Which in turn would help it seem more like an actual place where people get to it by driving. You could maybe add a small guard post and continue with the road between the building and rock wall into a parking lot (part of the background of course). Right now it's just odd how isolated that building is and also how it continues into the rock. There's also the question of what this building is actually? And what's the purpose of this space here, why is walled like that? This area is pretty cool and you could spice it up a bit with a waterfall and small vista nearby. Or maybe several smaller waterfalls, whatever is easier. But there's definitely potential to make this stand out if you add something extra to that area. T spawn is a similar case to CT spawn. There's nothing to differentiate it from the rest of the map. One idea right off the top of my head is to construct some small wooden lodges, like a resort or camping grounds, to give the area some identity. Generally, you want the important areas to stand out from everything else. But overall, I like it. Just what you have so far is enough to reveal some potential of creating a fun map. It reminds me a bit of something from 1.6 for some reason.
    1 point
  7. dux

    The random model thread!

    Been following some Blender tutorials
    1 point
  8. Finally got around to testing this out a bit, looks nice ( from some angles )
    1 point
  9. Lizard


    I still don't think overall theme needs to be narrowed down to give players better feeling of the entire map. That is not what I think most of the battle royal maps are about. Sub-themes play a huge role in maps like this. What's the theme for Fortnite map? What's the theme for Warzone map? What's the theme for PUBG map? They are all 'just cities'. But when you go deeper there is whole different story. You say "Tilted towers" and every fortnite player will know what you are talking about. "TV station? Sure I see the guy on top of it." That is why you can't have two similar locations on one map and just giving them different name... Going really norrow on the theme for battle royal map even for csgo is not a good idea. I have a creek area with 6 houses next to each other and it's already getting repetitive having more of them will only decrease its value. With this being said you really need main locations to be unique even tho they might seem a little bit out of place or too much for this scale of the map. Again. I don't see how pointing exact location on the map would help to bring personality forward. Everything is based on real life references taken from the USA. It's not like the barn style is taken from Sweeden. Police station looks like polish one and sawmill is straight out of asia. I think they are consistent with overall look of the usa architecture style. What's there left then?
    1 point
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