SirK reacted to csWaldo in [CS:GO] Dawn
The map may look familiar to some of you, as I posted and tested it here a few months ago. Since then I've basically remade the entire map, improving both art and gameplay.
Inspired by dishonored the map is set in a dystopian, steampunk-ish city split by a large wall, separating the poor and working from the rich and powerful. Fed up with the state of affairs the terrorists try to blow up the power supply and residences of the wealthy.
The project is mostly for me to improve at mapping and learn to create assets, but I still want to make it the best I can, so any feedback is greatly appreciated.
More pictures here or over on the workshop page.
SirK reacted to Anduriel in [WIP] de_splash
The good news is: This project is not dead. The bad news is: Progress is interrupted again and again. But over the past months I learned a lot about Blender and how to get the models work properly in source. Thanks to @grapen, @Terri and many others who helped me out with all the modeling and exporting issues I had.
In the near future I'll try to focus better on making some fitting models to get this map to look like something. I've got ideas for at least some of the areas. But for now, here are screenshots of the CT Spawn in it's current state and some unfinished models.
SirK reacted to FMPONE in What I'm Working On
So, the last layout change to DE_SUBZERO: a boost and trick jump into Hut Glass. Hoping to ship it ASAP.
Previously, attacks on B could become stagnant and repetitive, because Terrorists only had one very long route into the B site. This detracted from the map in a few ways:
Problem 1) Sub-Zero's Hut too closely mirrored Cache's B "Sunroom" (at least on radar), as another non-movement, utility area.
Problem 2) Terrorists were forced to use smoke grenades on the long angle into the site -- no matter their economy -- because of CT advantage at long-ranges (USP, Awp, etc). If Terrorists threw that smoke, CTs had a clearly telegraphed signal about likely hits to the B site.
Problem 3) Hut Glass, a unique feature of the map, was underutilized. Instead, most of the action centered around the long angle before Terrorists enter Hut.
Problem 4) Hut Door was underitilzed, because Hut Window was much closer to the action.
Problem 5) Players would often bounce nades back at themselves while trying to throw grenades through Hut Glass.
Now, Terrorist attack options have been further opened up, making their tactics very difficult for CTs to predict:
Benefit 1) The Terrorist "line of scrimmage" connects to every part of the CT "line of scrimmage", meaning that the entire length of Sub-Zero offers interesting, interconnected, useable space.
Benefit 2) Terrorists can now attack B at any stage of a round: by breaking Hut Glass early in a round to deny CTs a sound queu later on, by boosting through Glass right away, by sending a lurker to trick-jump into Glass in order to confuse the defense; or by focusing on the traditional long angle or mid rushes with far less pressure.
The bottom line: CTs can no longer assume that Hut is safe territory, they must account for Hut Glass aggression.
Benefit 3) Hut will see much more action. Combined with the changes over at the A site, this means Terrorists have 6! different movement options across the map. These movement options contain a great deal of variety: boosting through Hut Glass, battling for control of B main, peeking mid from above or below, dropping down vents into connector or into the A site, pushing A main past the pillars at Radio, or dropping down A pit.
(To compensate, Sub-Zero also encourages unprecendented CT aggression, thanks to favorable CT timings on B, boosts at A vent and pit, a lot of cover at A long Radio, and a fair gunfight at Mid.)
Benefit 4) Hut Door will see increased action. Now far easier to reach, Terrorists are encouraged to use Door for info gathering, crossing into site, or simply to dance around in Hut.
Benefit 5) Throwing grenades into Hut is now simple and meaningfully strategic.
With this change, and the changes at A, I'm now satisfied that Sub-Zero is a true "original." Beyond its unique theme and custom assets, beyond the signature Arctic Avenger player models, Sub-Zero features a number of brand new angles and gameplay quirks. From its interesting bombsites, verticality and elevation changes, consequential boosts, 2 one-way committal spots, and multiple trick jumps... there's quite a lot of "new" and "weird" packed into an easy to learn, competitive Counter-Strike package. And, unlike most Counter-Strike maps, mid-control is now an entirely _optional_ part of Terrorist strategy.
SirK reacted to FMPONE in What I'm Working On
Another day, another update. This time a major gameplay update. Hoping to ship it ASAP.
In changing Sub-Zero's layout, I considered several issues:
Problem 1) Sub-Zero's overview looked too much like Cache's overview. While the maps play very differently, Cache is my next/current project, so I don't want them seeming similiar at all.
Problem 2) I don't want to do another "standard" 3-lane map.
Problem 3) Rotating through A con was a straight-shot corridor, meaning players had no interesting way to show their personality or flair.
Problem 4) Sub-Zero was rapidly becoming CT sided. Terrorists didn't have enough strategic options without capturing mid.
Problem 5) Frames tended to be low on the A bombsite.
The solution to these issues: a compact vent system with 3 entrances. I believe this will make Sub-Zero a more unpredictable and unique experience, because:
Benefit 1) Sub-Zero's A site is now completely different from anything else in the game.
Benefit 2) Mid control is now optional for Terrorists and not mandatory like before (Terrorists now have _three_ entrances onto the A bombsite, none of which involve mid.) This is a critical difference between Sub-Zero and almost any map you can think of (Cache, Mirage, Inferno, Dust2, Santorini, Season, etc).
Benefit 3) Players now have choices for long-range, medium-range, and close-range engagements from the vents in order to use different guns/move around in different ways/generally express themselves.
Benefit 4) Both teams now have additional movement options: players can bypass mid entirely, pinch mid from the vents, throw distractions from the vents, execute only from the vents, etc etc.
Benefit 5) Performance will improve because much more visibility is now being blocked.
Also thanks to the Source Engine discord guys, for helping me workshop the visuals in this room, which has been a trouble spot for the map.
SirK reacted to FMPONE in What I'm Working On
Some people were a bit critical of Subzero's textures, so I spent a couple days improving them.
I also updated my website with some current screenshots of the map.
Last but not least, the Panorama radar. Really think these illustrate the differences between maps in a great way, think they're extremely cool. In a game like Counter-Strike, where elevation makes a huge difference, it's really important that we can now make that clearer to players before they play the level.
SirK reacted to OrnateBaboon in [CS:GO][WIP] Trailerpark
Updated pics of areas previously pimped, and some more interior work. Trying to make each interior unique without using too many different assets. Skybex has the unenviable task of making lots of interior meshes to try and tell a story. No 3d sky, trees or cubemaps yet, but that should be happening soon.
SirK reacted to Klems in WIP in WIP, post your level screenshots!
Are you planning to enter that challenge? https://www.runthinkshootlive.com/posts/the-lambda-cup-2018-challenge-3-bossville/
If not I can definitely see that map working for this theme. Might be something to consider
Burning stuff with a flare is boring. How about using its own weapon against him instead? Make him shoot its laser in a mirror, or use his laser to cut a rope, releasing a piano on its head. Or something similar.
I see a resurgence of HL2 stuff here recently, which is cool.
On that note, have more HL2 stuff.
Map is done, mod will be released in a few days!
SirK reacted to Oliver in [CS:GO] de_Iris
Today @BubkeZ and me are celebrating finishing the first art pass for de_iris. That means we have mapped out all our ideas for locations and buildings, and making sense of the environment. We don't want to show off too much yet. Our workflow is rather loose, so ideas are constantly changing.
Art pass 2 will focus on solidifying ideas and tie together the theme better. For the sake of experimenting and trying out ideas, we have left the polish on some of the models. The map will look more presentable after the next art pass.
So far I have made 62 unique models for the map, and we have designed almost 15 fictional brand names and businesses for de_iris. The iron is hot!
Here's a sneak preview from one of the locations in Middle.
Oops, how did this manage to get here??
We don't want to spoil the fun yet...! 😊
SirK reacted to goss343 in First Map de_Elysium
I started making this map a couple months ago, and finally finished it. It looks a lot different than a typical rustic CSGO map and I wanted to hear your guys' thoughts on the map! It's still a minor work in progress but it's still very playable! I uploaded a sample of some screenshots from the workshop page. Enjoy!
SirK reacted to Oskmos in WIP in WIP, post your level screenshots!
More work on Insertion2. Trying out a new dusk/dawn lighting setup. I Think i'll stick to it. Will be nice to play around with lights to guide player movement.
It's still a bit too dark though. Need to find the sweetspot between nailing the dusk/dawn look and good overall brightness.
I posted these on Twitter as well at https://twitter.com/Oskmos So make sure tO SmASH THAT LIKE BUTTON!!
SirK reacted to Harry Poster in [CS:GO]Endless Hours
The first playable version of Endless Hours is out for public! I'm excited to share this alpha with you and hope to receive some feedback.
This version includes:
- Day/Night cycle
- Fishing (Early build)
- Max sized world
- 2 players coop
Hope you will enjoy it!
Contact me if you want to provide me any help. Bless ya!