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About wazeecha

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  1. Took a break from hammer this morning in order to make a hype video. Because 80% of making a map is marketing, right?
  2. 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.
  3. 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:
  4. 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!
  5. 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.
  6. 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:
  7. "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.
  8. I shared this on r/csmapmakers yesterday, but here it is again, current state of de_dozen WIP:
  9. wazeecha


    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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