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wazeecha

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wazeecha last won the day on July 27

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About wazeecha

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  1. wazeecha

    [CS:GO] Coverup

    I miss the giant tentacles But seriously looks great, looking forward to testing it out.
  2. wazeecha

    Maginot [Wingman]

    Cool theme I like the whole WWII revisited aesthetic. As far as detailing, I find it easier to stay motivated by jumping around between different areas as I get ideas. On the other hand, I think this also led me to go a bit overboard in some places while overlooking more practical optimization/gameplay work that needed to be done. There's still almost two full months, and if you've got all that done in 3 weeks, seems like you should be on track to finish in time working at your current pace.
  3. Since finishing Dozen I started blocking out a new project, for now called 'Sapper'. I originally drew this as a 5v5 defuse but as I blocked out the first two versions I started to gravitate towards a hostage map. cs_ doesn't get much love anyway, so why not. I'm still pretty far away from having anything to playtest on, but can you see any glaring issues with the direction it's headed so far? Rough timings are indicated based on the shortest route (Except for the CT time in I-1, that came following the low route on the far right side). T timings are likely a second too fast as I didn't have an interior to T building when clocking this. Like I said, still early planning, so please excuse the ms paint lines. The biggest question mark at the moment is that interior of T building. I've drawn in what I think might work there, but nothing is brushed in yet. Here's a top down view in game to get a better feel: The theme is loosely based around the city of Bo, Sierra Leone. There's a weird mix of ramshackle huts next to these old colonial-looking buildings I'm using as a lot of the inspiration. Case in point, the diamond exporter that seems to change names in every reference image I see it in: The tower in the center of the map is also blocked from reference:
  4. Finished up some clipping adjustments and other final tweaks. Dozen is now in full release! Thanks to the playtesting group for feedback and for everyone else following along. This will be my last update in this thread. I've got some ideas floating around for a new project, so new a thread is likely coming in the future. de_Dozen (Rel v1.0)
  5. Playtesting on Sunday revealed some pretty serious clipping and collision issues I had totally overlooked to this point, so the past few days have been spent checking through all of my props, sending about 1/4 of them to the trash bin, and removing physics from another half of them. That, along with other changes made based on feedback from the playtest, seemed like enough major changes to bump the beta version to 3.0, and allowed me to write one of the more entertaining changelogs I've done so far: v3.0 Beta: -Major clipping and collision improvements -Added skylights and removed excess props and clutter from bombsite -Added scary toilet to lower T corridor -Tried to cover up headpeeks from Site to Long and from Connector to Stairs -Expanded window from T Spawn to Corridor (can now run through without crouching) -Switched to expensive water in drinking trough -Increased overhead space in Hell (can now run through and only crouch to site) -Added arrow decals so no one gets lost -Detail work is by and large completed The major changes are an overhaul of bombsite including skylights, smoother clipping on the ramp, and a lot less junk lying around: Better look at the skylights: The displacements at sidepath have gotten a complete overhaul to try and improve the clipping. There's still some work to be done here but at least now it's a lot smoother with fewer sticky spots. I've added a handfull of arrow decals to try and guide players a bit more through the level on T spawn: Hell/Long A: And a small indicator that the vent in Office does go actually somewhere: And finally, for future reference, Scary Toilet:
  6. Took a break from hammer this morning in order to make a hype video. Because 80% of making a map is marketing, right?
  7. Completely ignoring what I said two days ago about not posting more updates until the final version is ready--- Kind of a major change here. Blocked off the top of machine and mostly hid the refrigeration unit. When testing this myself, I always felt that it was a super awkward location. I'm hoping that fencing it off will steer gameplay towards the big jump coming from long, or more rotations through the loading dock double doors.
  8. The remaining work has turned into testing, fixing, detailing, repeat. So updates are coming a bit more quicker now but with a little less content each time. I'm on beta v2.3 at the moment, and I'm hoping to have a full release by version 3.0. I don't expect any more major changes to the map, so this will likely be my last post here until the final release. A few minor improvements this time around but I think everything is starting to look a lot more put together. The most noticeable improvement is the interior lighting in Village (chicken cages) and Office. Now you can actually see all of the hens in their not-so-happy homes: Brightened Office Overview:
  9. So I was going to wait until next week to update, but a lot got done in the past few days, and I'm going camping this weekend, so Beta v2.0 is now on the workshop: Changelog for this version mostly included detailing, but a few other fixes: -Many detail/optimization improvements -Displacement adjustments -Added improved egg-carton static prop model -Aligned drain grate textures in cage room -Fixed clipping and getting stuck in flag displacement -Fixed reflection issues on chicken cages -Implemented rough soundscape -Added low-density fog -Radar adjustments The radar has stayed mostly the same, but I think I've finally settled on a color scheme: More screenshots on the workshop. Thanks for having a look!
  10. 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: 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: (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.
  11. 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:
  12. "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." de_dozen (Beta v1.0) https://steamcommunity.com/sharedfiles/filedetails/?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: Layout sketching (pre-alpha): Alpha walkthrough video: Initial Skybox planning: Beta version screenshots Aerial view of outdoor areas (lower lot, truck and CT spawn; upper quad to T main and drop stairs) Bombsite A (Rolling doors on lower right side open to Garage/CT Spawn, top center is T Long) T Spawn (T main through window, path to Long via ramp on right side) Garage (CT Spawn) T Main to Office. Connecter to Long through right hand hallway, window/stairs to Garage. 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.
  13. I shared this on r/csmapmakers yesterday, but here it is again, current state of de_dozen WIP:
  14. wazeecha

    de_shortbloc

    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/filedetails/?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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