EDIT : THIS MAP IS NOW ON THE WORKSHOP: http://steamcommunity.com/sharedfiles/filedetails/?id=938417293
EDIT 2 : The link is disabled while I try to fix the problems
EDIT 3: The link now works again
I'm here to announce my newest CS:GO map that I will be entering in the contest. This map (of which I have spent the most time on) is 1000000x better than my previous maps (de_cantaloupe, de_reserve, de_finalstop, de_openferno, and de_expedited) (not that any of you have played any of these maps). These maps were either a). Made in like a week. b). Use super boring textures and be mostly flat. c). Have absolutely terrible map design with no thought. d). Just be all around terrible.
This map is different. I've put about 2 months-ish of on-and-off work into it, and while it's not close to being done, I'm proud enough of what I've done up to now to show some of it off. So without further ado, here's some background:
de_schlosskrieg is based off of a famous castle in Germany. (Based on, not copied from). I'll let you read the current WIP workshop description:
Deep in the Bavarian hills sits Castle Ventilstein, the region's largest tourist
attraction. However, the tourism is not appreciated by all nearby residents. Due to
the urbanization of the immediate area, many locals wish the castle would cease tourism
The current owners of Castle Ventilstein have decided that much of the castle is not
in good condition, and needs renovation. Some nearby locals form a plan during this
renovation to sabotage (and possibly) destroy the castle in order to prevent
urbanization of the area. The potential target of this attack include the west wing where the chapel is, and the east wing where the armory-turned museum is located.
If that didn't get you excited, maybe these will.
Screenshots w/ Description
This is the view down mid from T-Spawn. From here you can see the path to the B-Bombsite on the left, and the path to the A-Bombsite on the right. (T-Spawn is actually on the ground level, I just screenshotted from here in order to capture more of the area.
This is right inside that window on the left from the previous picture. This is how a terrorist would get to B. The left staircase that goes down goes into the cellar area, which wraps around to behind the B bombsite. The middle staircase is blocked off, and the right path obviously leads right into B.
This is bombsite B. The actual bombsite however is up near the altar. I'm in the process of putting a line on the ground around the bomb area. The terrorists will enter directly from the left, and CT's can either enter from the door near the actual bombsite, or a separate door that is to the right of the boxes on the right side of the picture. The vent on the ceiling is a drop down area, however it is extremely risky and provides little view of what one is jumping into (also there's about 15 fall damage from it, so It's super situational).
This is the cellar I was talking about earlier. Terrorists will enter from directly behind the camera, and use this area to run around to the backside of the bombsite. (I know the lighting is screwed up right now, I just started on this area. It's really early in development).
Going across the map back to mid, I have chosen a close up shot that also shows the towers that the camera couldn't pick up in the first picture. I'm considering turning the slope on the left into stairs (which I'll probably do eventually, but I'm lazy).
Back near T-Spawn, I have the pathway to the A-Bombsite.This is a simple corridor that branches into two paths that terrorists can take into the A-Bombsite. For future reference, I'm gonna call the path "L-Path" and the straight one "S-Path"
This is Bombsite A. It is a former armory that is turned into a museum. The L-path comes out directly under the camera, and the S-path comes out on the right side of the picture near the display cases. (The actual bombsite is inside the empty fountain, which I'm still figuring out how to mark).
This is a simple closeup of some details of the A-Bombsite. CT's come from the top area either directly through spawn or some connectors from mid. The cubby on the left side is a ladder room that just goes up, and on the right side is a ramp that goes up. (There's actually glass in that window at the top, I just had r_drawothermodels turned to 0).
This is a connector that terrorists can take when they go down "L-Path". They will enter the construction area from the ladders at the far side of the room (from "L-Path"). And come out into a small garden area that will have a ladder leading up to the terrorists path to B. (This little garden area is able to be spotted in the first picture, on the left side of the window that goes to B-Bombsite.
And those are the screenshots I'm willing to show you. (Really, those are the only areas that aren't orange and gray dev textures. This whole map is still a WIP (even the areas I've shown off). Which leads me into my next point...
What Needs Done
Basically, I still need to make a good T-Spawn (which right now is just a black box), a good mid area (it's just dev textures), a good CT-Spawn (of which I have an idea for, I just haven't actually started on yet), and some random connectors around the map that need textures and detail. I believe that I'm through the hardest part, which is themeing and just general layout. But it does seem like the most tedious part is ahead, which is finishing touches, and optimization (of which I haven't touched on yet).
So that's my map. Leave feedback if you have it. Plz. My maps aren't great so any feedback helps.
Also I drew up a map diagram in Photoshop (might as well have been paint). Anyway, Orange is the terrorists paths, Blue is the CT's paths, green means that a path goes above the normal map, and pink means that a path goes under the normal map. (Red is a drop down). (It looks complex but I promise that I'm just bad at drawing).