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deXii

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About deXii

  • Birthday October 26

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  • Real Name
    Noah Angott
  • Job
    Student
  1. The hope is that the contrast between the two isn't too distinct. While I want there to be a difference between factory and jungle, I also want the jungle invading and breaking down the factory just as the Terrorists are. in the coming weeks I'll be adding aesthetic improvements which should hopefully work towards that goal and make the transition more natural feeling, and strike a good balance. I'm hoping to get something akin to the buildings in Crysis 3 in some areas, where plants grow freely among brick and cement.
  2. I'll have an overview for you guys tomorrow. Unfortunately I'm extremely busy today. I'm remaking the radar for the Reddit Community Playtest of this map tomorrow night, so I'll also throw it up here when I'm finished I agree completely. I haven't delved too far into tweaking the lighting, so some areas are a little dim. As for props, I'm hoping to structure the props in a way that allows a lot of flow without sacrificing clarity. A site is pretty hectic, although I'm mostly happy with B. Same with B long, I worry the vegetation would make for poor gameplay.
  3. Hello MapCore! I'm a brand new mapper that's spent the past month learning about and diving headfirst into Hammer. At this point, I'd like to post the progress of my first map, which is currently in alpha. To start, here's the Workshop Link, as well as my Steam Profile Link if you're interested in getting in touch and helping out with playtesting. Derelict is a classic Defuse map set in an abandoned arms factory nestled deep in the jungle. Having been largely untouched by man in the past three decades, the factory has fallen into disrepair and is being reclaimed by the jungle that surrounds it. While I'm aware the community is likely tired of worn-down factories, the setting made for an easier time learning Hammer and making a believable environment. The map is structured a little like Dust II, Mirage, and Cache, with a classic three-lane layout bisected at the middle. In addition to learning Hammer, I made the map with a specific focus on grenades. There are lots of spots to bounce nades off of in creative ways and while I don't think there's much in the way of smoke lineups at the moment, they will be a priority in the future. Onto specific features! Here we have CT Spawn. A nondescript parking lot littered with storage containers and broken-down cars. Only actually interesting parts are the looming building and the little ramp leading into one of the windows. Here's a nice shot of the area directly inside of CT spawn. I spent a good amount of focus on this one little area to solidify my concept of how I wanted the rest of the detailing in that area to look. The connector between A and B on CT side, facilitating swift CT rotations, but also providing a very long corridor for T side AWPs to pick off rotators. I wanted to make this area look as disgusting as possible, in order to contrast with the room the ladder leads to, which was in the middle of renovation/painting at the time the facility was abandoned. Here we have A site. Not pictured is a balcony behind the camera and a conveyor belt below the camera that allows Ts and CTs to take part in risky engagements before the Ts take the site. The double stack missile box allows players to bounce frags and mollies all across site, most notably behind the forklift and in the area where the upper-right X is located. A tunnel at far right leads to mid, and the boarded-up fence above it can be spammed and even allows players to peek over when boosted. Another such fence is to the left of the double windows, but this fence allows players to cross over to get to and from mid. This area connects T spawn and A, and is a good example of the mood I'd like to create for much of the map: torn down and reclaimed by vegetation. In stark contrast to the gloomy factory aesthetic of CT spawn, mid, and the bombsites, T spawn and B long take place in highly vegetated areas lush with plants -- and cover. In this picture, I used the fence in an Inferno-like tactic in order to delay the Ts and get good timings on all locations. Even denser is B long, an area which transitions from jungle to factory with discarded beams, trash like barrels and tires, and old boxes. The main entrance to B are double doors, a la Dust II. To the left, there is a crack in the wall Ts can peek through to get a pick, toss nades through, or gain information. To the right, there is an additional entrance with a vent leading into a balcony overlooking B site. Not pictured to the left is a corridor leading to a one-way dropdown leading to mid, like Cobblestone. B site. Notable features include a pesky payload of beams carried by crane blocking views from and to mid. The pillars towards the right provide good cover to CTs, somewhat like Inferno's B site pillars. The boxes to the left are also a nice ninja spot that can be countered by bouncing a molly off of the pillars. Mollies bounced on the front side of the pillars should land on site and below the low wall behind it. Behind the camera are two windows, one of which has a slim view of B long for CT AWPers to nab a pick through, forcing Ts to be wary as they run to set up. Also behind the camera are stairs leading to a balcony overlooking site, connected by the ramp at far left. Here we have mid. Or shall I say mids? One of my earliest ideas for Derelict were double mids- and upper and a lower. To the back right are an upper and lower cat leading to B, providing extremely valuable alternate entrances to B for Ts. Not pictured are grates seperating the two levels that can be spammed, allowing players to catch enemies above or below them off guard and gain information. To the lower-left is an aforementioned tunnel leading to A. The the far upper-left are the fences mentioned earlier, the farthest of which is climbable. There is also an entrance to a security room overlooking all of A site - a valuable position to take. At the back there is a doorway leading to top mid's ladder room (the area above the third picture). While this door can be used to hold mid by CT AWPers or riflers, most would likely elect to peek through the leftmost fan, which can be reached by a box directly below it on the other side of the wall. The other two can be accessed with the help of a boosting teammate. Closer to the camera and right is the aforementioned dropdown from B. Close left is a window from the office building outside of A main, which provides Ts a view of mid without directly granting them control. The window room I just mentioned is up the stairs and through the double doors. While the skylights here are excellent for raining smokes and other nades onto A site and mid, Ts here must be cautious as the far left entrance is the main entrance into A site which CTs can easily peek from. The doorway closest to the camera leads to A long, or picture number five. Unfortunately I don't have an overview at the moment, I'll make one in the coming days. The current overview/radar is outdated and is missing some small details. Keep in mind that this is all still in alpha. A lot of things in these pictures are up for grabs and none of the aesthetics are final. I'm already quite happy with the layout, although I'm completely open to changes. Let me know what you think!
  4. I really like the second picture you posted, it'd be great to see lots of color. Maybe make some balconies like those and have them be accessible.
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