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Black Picture

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  1. Like
    Black Picture got a reaction from vachinski in Golden   
    This is awesome! well put together post! kudos! would like to play this some time!
  2. Like
    Black Picture reacted to vachinski in Golden   
    de_golden: A 5v5 Bomb Defusal Map Inspired by Historic Gold and Coal Mining Islands

    The map is set on a small remote island somewhere in the Pacific Ocean, where life revolves around a gold mine facility and a miners village, founded in the 18th century when it was discovered by sailors.
    The island is quite small and was inspired by real-world gold and coal mining locations on islands such as Takashima, Ikeshima, Sado, and the famous Hashima Island.
     
    Download the map here:
    https://steamcommunity.com/sharedfiles/filedetails/?id=3286163323
     
    or explore the layout at Sketchfab:
    https://skfb.ly/p6JoT
     

    Location

    The gameplay of the map mostly takes place in two areas of the island:

    — Bombsite A is set in an industrial facility owned by Kanejima Mining Corp., which is responsible for running all mining operations on the island. This facility was built around the 1970s and includes a mine shaft with a tall tower visible from all around the map.
     

    — Bombsite B is set in an old miners village, with a central point consisting of a metal statue portraying the founder of this mining settlement. This area is surrounded by older buildings, including workshops and residential houses built in the traditional style.
     
    Layout

    The map's layout is relatively compact, with a decent amount of verticality, designed for quick rotations and flanks, fun peeks, and exciting duels. In it's core, it basically follows a standard three-lane map layout with two additions:
    — There is a long tunnel /Banana/ between the T entrances to sites A and B. It can be used by the Ts for quick rotations or by the CTs for fast flanks.
    — There is a ladder in the middle of the Mid area that links to a lower-level CT connector /Vents/ which connects both bombsites. Control of this area is crucial for CTs, as it enables fast rotations between the sites. If they lose control, they must rotate all the way through CT spawn, which takes significantly longer.

     
    Next steps

    We have been working on the map for several months now, with multiple iterations and layout adjustments. It is still in its graybox stage (obviously), with assets, props, and textures being prepared in the background while we're playtesting and fixing timings, balance, and other issues.
    As de_golden transitions from its blockout stage, we are excited to add detailed textures and custom models to bring the island's unique blend of traditional aesthetics and mid-20th-century industrial elements to life. The industrial facility will feature weathered metal surfaces and machinery, while the miners village will showcase authentic Japanese architecture with wooden structures and tiled roofs.

    Get involved

    We are actively looking for any feedback and more playtesting from the community. Join us on this exciting journey as we refine and perfect de_golden!
    vachinski — level design and art direction
    wavybby — props and textures
     
              
     
    ———
     
    Download de_golden
  3. Like
    Black Picture got a reaction from JimWood in DE_C17 [Block out complete] [Updated]   
    Introduction

    Hello all! I would like to introduce this map submission that is set in the Half Life universe.
    For this map you the Player are Combine Defending sites, or you are the Resistance attacking a Combine outpost try to take back City 17.
    This takes place during the Half-Life 2 timeline when the Resistance is rising up and taking parts of the city back. 




    Audio
    Combine Radio Chatter
    Combine does feature radio chatter if you are set on the default CT skin, it's still early but call out, throwing out grenades, Reaction to enemies all have VO lines for combine
    Combine overwatch

    When bomb is planted in one of the sites Alarms will sound off along with over watch VOs over the speaker

     
     
    Level Mechanics

    Combine Confiscation Fields


    On the map players will find four Combine Confiscation Fields, Players will have to interact with a button to turn them on.
    Once the button is pressed it will stay on for the rest of the round and will reset start of the next round.
    There is four Confiscation Fields on the map, however only 2 can be active, these will share 2 charges amongst each other, players will have to choose which ones they will want on. 


    Confiscation fields Button panel are placed right next to them. Players will have to travel to each Confiscation field to turn them on.

     


    Panels will show how many charges are left and which confiscation field is active.










    Gameplay Goals for Confiscation Fields

    Goals for this is to reward players on being smart how they use these fences, do lock down a route?
    Do you leave the fence off and go hunt in risking Resistance using them if the hunt fails? Do you allow you friends to go through and shut the door behind them? 

    A Counter to the fence is to buddy jump over the fence, another counter I wanted to put in is to use a taser to temporarily disable the fence for a few seconds,
    unfortunately the latest tuning of the taser does not have any penetration so it cannot interact with objects in the game now. 



    Shadows
     
    There will be selected lights that will cast shadows which is self-explanatory, but for one part of the map will have tarps draped over chain link fences,
    when casting a shadow onto these Tarps players on the back side will be able to see the shadow.



    What's fun about this if I decide to shoot the person, I will have to understand where the light source and adjust where to shoot the player

    Counters to this, players are able to throw a smoke grenade down to block the light.



    Time of Day


    While this map is a nighttime map keep in mind combine will be White to combat hard to see areas, gameplay take priority during the art phase of the map.

    One of the main goals I had for this project was to make a fun and engaging competitive level, while exploring something new for Counter Strike that isn’t invasive to the current gameplay.
    Hopefully the level mechanics that reward players for being creative and creating depth for within the map re-playability 


    Level Layout




    Note: While this level has extra routes to a site keep in mind players will be able to use confiscation fields to help manage Lanes.



    Fly Through of the map
    Flying through of the map also will show off the work of @bman the audio Wizard!
     
    Known Issues
    If you Join mid round during warmup as a CT, combine model can break, this will not happen during a real game.
    Intro, character select, outro will not show combine models.
    Sky Box has not been set up yet, vis pop ins happen in the sky box on a certain area, no vis issues in the play space.
    Audio will make a terrible scratch sound on the start of each round (I am so sorry) this is something we are currently working on getting a fix
    Players can get stuck inside of a Confiscation Field when turned on. exiting the prototype phase this will be polished to not happen.
    Combine head will not look down sights of weapons properly.


    Map Link

    https://steamcommunity.com/sharedfiles/filedetails/?id=3267403750

    Note for the Judges:
    The map Core Banner keeps flagging my workshop file and takes couple of days for the listing to reappear,
    currently right now the map link works but I will not put the banner in risk losing a working map link for judging,
    if this passes phase 1 I will find a solution during the next phase, sorry about that.

    Note: 
    If anyone plays the map and wants to share their experience, I would love to hear it!
     
     
     











    Special Thanks
    @Broken
    @Chief
    @Froddoyo
    MankinJarlkin
    @Gulfbones
    @ORB-NRG
    Smokey
    H8yse
    Blue Heaven
    @Saulc
    @SmurftYours
    Trignate
    @ShmeeGrim
    iFrostyRIP
    @Gunnar Kafel
    Bozo
    @AlphaOwl
    Certified Champ
    TheSlammerss

    Thank you everyone for your input and feedback!

    @JimWood
    Thanks for being the Radgen wizard


    @Chimonahehe
    and thank you for all the hehes

    If I didnt list anyone on here please let me know!!!
     
  4. Like
    Black Picture reacted to Rubberhead in de_hiyaku   
    valve is still checking the contents
  5. Like
    Black Picture reacted to ARRIA in de_hiyaku   
    A bomb defusal map set in a highly dense district in Tokyo, Japan.
    Regarding the layout, my goal was to create a small, easy-to-learn map. One of the things I wanted to achieve was to create a difference in timings between A and B, with B being the rush site and A a more difficult site where the Ts must first secure the entry route. As for rotations, I aimed for them to be as fast as possible, trying to manage the significant height difference between "mid" and the two sites. The idea for the CT side is to have a compact area with fast rotations and very secure for them; in exchange, if the CTs decide to play very far back, the bombsites becomes very easy for the Ts to plant the bomb with a simple smoke. Mid has a connector to B of great importance, which is why it can be easily controlled with molotovs to manage the traffic. I managed to create a layout that I like, but I definitely need more playtesting to achieve balance.
    Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=3303201598






    this is a bit of the mood board I have.
     
  6. Like
    Black Picture reacted to Gulfbones in de_flick (updated photos)   
    I am working on a Film Studio Themed defusal map Along with Broken, Froddoyo, Jay, and Bman.
    link: https://steamcommunity.com/sharedfiles/filedetails/?id=3262390709

  7. Like
    Black Picture got a reaction from ShmeeGrim in de_sento   
    lol JK you did a great job on this Nitro! had fun playing on this!
     
  8. Like
    Black Picture reacted to Geno in De_contact   
    Contact (5v5 Bomb/Defuse Scenario)
    Team: @Geno, @Dredile, @Gunnar Kafel
    Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3247503946
    Description (Thanks Dredile for putting this up so nicely)
    Contact is a map set upon high cliffs overlooking a sweeping canyon vista in Nevada. Upon the edge, a town was built around a mysterious derelict hangar, popular belief is it may allegedly house an artifact of Extraterrestrial origin.
    Stories say the original residents of the town studied the supposed source of power, seeking to make contact with those in the skies through various means. Over time word spread and vagrants and other desert dwellers flocked to the town to live outside the confines of structured society. Some were believers, some researchers, others just scraping a living out of the windswept Nevada dust.
    But rumors continued to whisper through the gaps of corrugated metal, and secrets lay hushed beneath the old wooden floorboards. All echoing one constant belief. The Truth is Out There. And it may be just around the corner...

    Contact is a Bomb Defusal Map with an unconventional layout allowing for fast rotation and dynamic teamplay. 
    A site sits where middle would be in a normal map and is a contained indoor arena with tight site play, this is the derelict hangar that is the lynchpin of the town. With holes in the ceiling and strategic windows allowing for different ways to take the site.
    B lays close to the left in the makeshift town and is wider with longer sightlines encouraging utility usage and rifle/sniper play.
    Mid sits on the outside of the map to the far right offering heavy tactical advantages for flanking the back of A site, or sneaking below A entirely through an Underpass to B. All while offering some unique trick jumps that encourage high risk, high reward gameplay.
    Contact offers every player something and we hope you enjoy seeing our progress as this exciting project continues to develop!
  9. Like
    Black Picture reacted to z0ro4rk in Monastero   
    Final Update Before the Stage 1 Deadline
    Thank you to everyone who reacted to my posts, left comments, and viewed my updates. I'm excited to announce that the layout for Monastero is finalized.
    However, there were issues generating the radar with RadGen, resulting in an incomplete radar in the current version. As I won’t be updating the map before the jury's decision, the radar will remain as is for now.
    The map is now available in the Steam Workshop, and I would love to receive your feedback either here or on the Steam Workshop page: https://steamcommunity.com/sharedfiles/filedetails/?id=3303089399
    Special thanks to @tomo2515x for his excellent assistance with all my Source 2 questions.
    The past six months have flown by, and I am very happy with the outcome. I hope to continue into Stage 2.
    Good luck to all the other participants!




























  10. Like
    Black Picture reacted to Se7enthChoice in Tidecrest WIP   
    5v5 Defusal map set around a UK-coastal town environment.
    https://steamcommunity.com/sharedfiles/filedetails/?id=3250928575
     
     







  11. Like
    Black Picture reacted to TryhardLucker in cs_Ritual   
    Hello all! Today I bring you a project I've been working on for the last few months after hearing about the Big Adventure contest!
    https://steamcommunity.com/sharedfiles/filedetails/?id=3301162588
     
    This is a map idea I've had brewing for a long time, but didn't have the skill to create properly until learning and exploring the various systems within worldbuilding.
    Hopefully the dynamic approach to aggression and defensive posturing translated well, as most hostage maps tend to be very linear. The theory behind the layout is one of long term meta building within a type of map probably never seen in CS before. Options should be apparent after the first few rounds, as long as you stick to the objective!
     
    With the deadline for entry approaching rapidly, I felt it was time to wrap up my progress into a "v1.0"
    Any criticism or feedback is welcomed, I'm a solo/indie dev with a passion for competitive games. Would love to make this map the best it can be, to truly "Put my best foot forward"  
    Lastly - Thanks for checking my map out! It means a lot to me!
    *screenshots and previous beta/alpha versions available





  12. Like
    Black Picture got a reaction from TheSlammerss in de_sento   
    lol JK you did a great job on this Nitro! had fun playing on this!
     
  13. ahaha
    Black Picture got a reaction from nitro in de_sento   
    lol JK you did a great job on this Nitro! had fun playing on this!
     
  14. Like
    Black Picture got a reaction from nitro in DE_C17 [Block out complete] [Updated]   
    Thanks Broken, could of not done it without you hosting all those playtests like a machine!
  15. Awesome
    Black Picture got a reaction from nitro in DE_C17 [Block out complete] [Updated]   
    Introduction

    Hello all! I would like to introduce this map submission that is set in the Half Life universe.
    For this map you the Player are Combine Defending sites, or you are the Resistance attacking a Combine outpost try to take back City 17.
    This takes place during the Half-Life 2 timeline when the Resistance is rising up and taking parts of the city back. 




    Audio
    Combine Radio Chatter
    Combine does feature radio chatter if you are set on the default CT skin, it's still early but call out, throwing out grenades, Reaction to enemies all have VO lines for combine
    Combine overwatch

    When bomb is planted in one of the sites Alarms will sound off along with over watch VOs over the speaker

     
     
    Level Mechanics

    Combine Confiscation Fields


    On the map players will find four Combine Confiscation Fields, Players will have to interact with a button to turn them on.
    Once the button is pressed it will stay on for the rest of the round and will reset start of the next round.
    There is four Confiscation Fields on the map, however only 2 can be active, these will share 2 charges amongst each other, players will have to choose which ones they will want on. 


    Confiscation fields Button panel are placed right next to them. Players will have to travel to each Confiscation field to turn them on.

     


    Panels will show how many charges are left and which confiscation field is active.










    Gameplay Goals for Confiscation Fields

    Goals for this is to reward players on being smart how they use these fences, do lock down a route?
    Do you leave the fence off and go hunt in risking Resistance using them if the hunt fails? Do you allow you friends to go through and shut the door behind them? 

    A Counter to the fence is to buddy jump over the fence, another counter I wanted to put in is to use a taser to temporarily disable the fence for a few seconds,
    unfortunately the latest tuning of the taser does not have any penetration so it cannot interact with objects in the game now. 



    Shadows
     
    There will be selected lights that will cast shadows which is self-explanatory, but for one part of the map will have tarps draped over chain link fences,
    when casting a shadow onto these Tarps players on the back side will be able to see the shadow.



    What's fun about this if I decide to shoot the person, I will have to understand where the light source and adjust where to shoot the player

    Counters to this, players are able to throw a smoke grenade down to block the light.



    Time of Day


    While this map is a nighttime map keep in mind combine will be White to combat hard to see areas, gameplay take priority during the art phase of the map.

    One of the main goals I had for this project was to make a fun and engaging competitive level, while exploring something new for Counter Strike that isn’t invasive to the current gameplay.
    Hopefully the level mechanics that reward players for being creative and creating depth for within the map re-playability 


    Level Layout




    Note: While this level has extra routes to a site keep in mind players will be able to use confiscation fields to help manage Lanes.



    Fly Through of the map
    Flying through of the map also will show off the work of @bman the audio Wizard!
     
    Known Issues
    If you Join mid round during warmup as a CT, combine model can break, this will not happen during a real game.
    Intro, character select, outro will not show combine models.
    Sky Box has not been set up yet, vis pop ins happen in the sky box on a certain area, no vis issues in the play space.
    Audio will make a terrible scratch sound on the start of each round (I am so sorry) this is something we are currently working on getting a fix
    Players can get stuck inside of a Confiscation Field when turned on. exiting the prototype phase this will be polished to not happen.
    Combine head will not look down sights of weapons properly.


    Map Link

    https://steamcommunity.com/sharedfiles/filedetails/?id=3267403750

    Note for the Judges:
    The map Core Banner keeps flagging my workshop file and takes couple of days for the listing to reappear,
    currently right now the map link works but I will not put the banner in risk losing a working map link for judging,
    if this passes phase 1 I will find a solution during the next phase, sorry about that.

    Note: 
    If anyone plays the map and wants to share their experience, I would love to hear it!
     
     
     











    Special Thanks
    @Broken
    @Chief
    @Froddoyo
    MankinJarlkin
    @Gulfbones
    @ORB-NRG
    Smokey
    H8yse
    Blue Heaven
    @Saulc
    @SmurftYours
    Trignate
    @ShmeeGrim
    iFrostyRIP
    @Gunnar Kafel
    Bozo
    @AlphaOwl
    Certified Champ
    TheSlammerss

    Thank you everyone for your input and feedback!

    @JimWood
    Thanks for being the Radgen wizard


    @Chimonahehe
    and thank you for all the hehes

    If I didnt list anyone on here please let me know!!!
     
  16. Like
    Black Picture got a reaction from Chief in DE_C17 [Block out complete] [Updated]   
    Introduction

    Hello all! I would like to introduce this map submission that is set in the Half Life universe.
    For this map you the Player are Combine Defending sites, or you are the Resistance attacking a Combine outpost try to take back City 17.
    This takes place during the Half-Life 2 timeline when the Resistance is rising up and taking parts of the city back. 




    Audio
    Combine Radio Chatter
    Combine does feature radio chatter if you are set on the default CT skin, it's still early but call out, throwing out grenades, Reaction to enemies all have VO lines for combine
    Combine overwatch

    When bomb is planted in one of the sites Alarms will sound off along with over watch VOs over the speaker

     
     
    Level Mechanics

    Combine Confiscation Fields


    On the map players will find four Combine Confiscation Fields, Players will have to interact with a button to turn them on.
    Once the button is pressed it will stay on for the rest of the round and will reset start of the next round.
    There is four Confiscation Fields on the map, however only 2 can be active, these will share 2 charges amongst each other, players will have to choose which ones they will want on. 


    Confiscation fields Button panel are placed right next to them. Players will have to travel to each Confiscation field to turn them on.

     


    Panels will show how many charges are left and which confiscation field is active.










    Gameplay Goals for Confiscation Fields

    Goals for this is to reward players on being smart how they use these fences, do lock down a route?
    Do you leave the fence off and go hunt in risking Resistance using them if the hunt fails? Do you allow you friends to go through and shut the door behind them? 

    A Counter to the fence is to buddy jump over the fence, another counter I wanted to put in is to use a taser to temporarily disable the fence for a few seconds,
    unfortunately the latest tuning of the taser does not have any penetration so it cannot interact with objects in the game now. 



    Shadows
     
    There will be selected lights that will cast shadows which is self-explanatory, but for one part of the map will have tarps draped over chain link fences,
    when casting a shadow onto these Tarps players on the back side will be able to see the shadow.



    What's fun about this if I decide to shoot the person, I will have to understand where the light source and adjust where to shoot the player

    Counters to this, players are able to throw a smoke grenade down to block the light.



    Time of Day


    While this map is a nighttime map keep in mind combine will be White to combat hard to see areas, gameplay take priority during the art phase of the map.

    One of the main goals I had for this project was to make a fun and engaging competitive level, while exploring something new for Counter Strike that isn’t invasive to the current gameplay.
    Hopefully the level mechanics that reward players for being creative and creating depth for within the map re-playability 


    Level Layout




    Note: While this level has extra routes to a site keep in mind players will be able to use confiscation fields to help manage Lanes.



    Fly Through of the map
    Flying through of the map also will show off the work of @bman the audio Wizard!
     
    Known Issues
    If you Join mid round during warmup as a CT, combine model can break, this will not happen during a real game.
    Intro, character select, outro will not show combine models.
    Sky Box has not been set up yet, vis pop ins happen in the sky box on a certain area, no vis issues in the play space.
    Audio will make a terrible scratch sound on the start of each round (I am so sorry) this is something we are currently working on getting a fix
    Players can get stuck inside of a Confiscation Field when turned on. exiting the prototype phase this will be polished to not happen.
    Combine head will not look down sights of weapons properly.


    Map Link

    https://steamcommunity.com/sharedfiles/filedetails/?id=3267403750

    Note for the Judges:
    The map Core Banner keeps flagging my workshop file and takes couple of days for the listing to reappear,
    currently right now the map link works but I will not put the banner in risk losing a working map link for judging,
    if this passes phase 1 I will find a solution during the next phase, sorry about that.

    Note: 
    If anyone plays the map and wants to share their experience, I would love to hear it!
     
     
     











    Special Thanks
    @Broken
    @Chief
    @Froddoyo
    MankinJarlkin
    @Gulfbones
    @ORB-NRG
    Smokey
    H8yse
    Blue Heaven
    @Saulc
    @SmurftYours
    Trignate
    @ShmeeGrim
    iFrostyRIP
    @Gunnar Kafel
    Bozo
    @AlphaOwl
    Certified Champ
    TheSlammerss

    Thank you everyone for your input and feedback!

    @JimWood
    Thanks for being the Radgen wizard


    @Chimonahehe
    and thank you for all the hehes

    If I didnt list anyone on here please let me know!!!
     
  17. Like
    Black Picture reacted to nitro in de_sento   
    Map Overview
    LEVEL 1

     
    LEVEL 2

     
     
     
  18. Like
    Black Picture reacted to Broken in de_sento   
    always a blast playing this one! nailed a good three story layout!
  19. Like
    Black Picture reacted to Chief in Melaka   
    Just pushed a final update for Stage 1; mostly minor changes to layout and some fixes here and there. Now it's a 'wait-and-see' for what comes next. I still want to trim down the rotation times a bit more, and I have a few ideas on how to incorporate it with some Mid adjustments I've been giving some thought to, but that'll be for later.

    Thanks to all who have given the map a try and have given feedback during playtests!
  20. Like
    Black Picture reacted to Chief in Melaka   
    Welcome to Melaka, my submission for the contest. Inspirations from Melaka Malaysia's Dutch Square and its compact, downtown streets.

    https://steamcommunity.com/sharedfiles/filedetails/?id=3298119950




  21. Like
    Black Picture reacted to Broken in DE_C17 [Block out complete] [Updated]   
    really cool concept for CS! Tons of fun!
  22. Like
    Black Picture got a reaction from Broken in DE_C17 [Block out complete] [Updated]   
    Introduction

    Hello all! I would like to introduce this map submission that is set in the Half Life universe.
    For this map you the Player are Combine Defending sites, or you are the Resistance attacking a Combine outpost try to take back City 17.
    This takes place during the Half-Life 2 timeline when the Resistance is rising up and taking parts of the city back. 




    Audio
    Combine Radio Chatter
    Combine does feature radio chatter if you are set on the default CT skin, it's still early but call out, throwing out grenades, Reaction to enemies all have VO lines for combine
    Combine overwatch

    When bomb is planted in one of the sites Alarms will sound off along with over watch VOs over the speaker

     
     
    Level Mechanics

    Combine Confiscation Fields


    On the map players will find four Combine Confiscation Fields, Players will have to interact with a button to turn them on.
    Once the button is pressed it will stay on for the rest of the round and will reset start of the next round.
    There is four Confiscation Fields on the map, however only 2 can be active, these will share 2 charges amongst each other, players will have to choose which ones they will want on. 


    Confiscation fields Button panel are placed right next to them. Players will have to travel to each Confiscation field to turn them on.

     


    Panels will show how many charges are left and which confiscation field is active.










    Gameplay Goals for Confiscation Fields

    Goals for this is to reward players on being smart how they use these fences, do lock down a route?
    Do you leave the fence off and go hunt in risking Resistance using them if the hunt fails? Do you allow you friends to go through and shut the door behind them? 

    A Counter to the fence is to buddy jump over the fence, another counter I wanted to put in is to use a taser to temporarily disable the fence for a few seconds,
    unfortunately the latest tuning of the taser does not have any penetration so it cannot interact with objects in the game now. 



    Shadows
     
    There will be selected lights that will cast shadows which is self-explanatory, but for one part of the map will have tarps draped over chain link fences,
    when casting a shadow onto these Tarps players on the back side will be able to see the shadow.



    What's fun about this if I decide to shoot the person, I will have to understand where the light source and adjust where to shoot the player

    Counters to this, players are able to throw a smoke grenade down to block the light.



    Time of Day


    While this map is a nighttime map keep in mind combine will be White to combat hard to see areas, gameplay take priority during the art phase of the map.

    One of the main goals I had for this project was to make a fun and engaging competitive level, while exploring something new for Counter Strike that isn’t invasive to the current gameplay.
    Hopefully the level mechanics that reward players for being creative and creating depth for within the map re-playability 


    Level Layout




    Note: While this level has extra routes to a site keep in mind players will be able to use confiscation fields to help manage Lanes.



    Fly Through of the map
    Flying through of the map also will show off the work of @bman the audio Wizard!
     
    Known Issues
    If you Join mid round during warmup as a CT, combine model can break, this will not happen during a real game.
    Intro, character select, outro will not show combine models.
    Sky Box has not been set up yet, vis pop ins happen in the sky box on a certain area, no vis issues in the play space.
    Audio will make a terrible scratch sound on the start of each round (I am so sorry) this is something we are currently working on getting a fix
    Players can get stuck inside of a Confiscation Field when turned on. exiting the prototype phase this will be polished to not happen.
    Combine head will not look down sights of weapons properly.


    Map Link

    https://steamcommunity.com/sharedfiles/filedetails/?id=3267403750

    Note for the Judges:
    The map Core Banner keeps flagging my workshop file and takes couple of days for the listing to reappear,
    currently right now the map link works but I will not put the banner in risk losing a working map link for judging,
    if this passes phase 1 I will find a solution during the next phase, sorry about that.

    Note: 
    If anyone plays the map and wants to share their experience, I would love to hear it!
     
     
     











    Special Thanks
    @Broken
    @Chief
    @Froddoyo
    MankinJarlkin
    @Gulfbones
    @ORB-NRG
    Smokey
    H8yse
    Blue Heaven
    @Saulc
    @SmurftYours
    Trignate
    @ShmeeGrim
    iFrostyRIP
    @Gunnar Kafel
    Bozo
    @AlphaOwl
    Certified Champ
    TheSlammerss

    Thank you everyone for your input and feedback!

    @JimWood
    Thanks for being the Radgen wizard


    @Chimonahehe
    and thank you for all the hehes

    If I didnt list anyone on here please let me know!!!
     
  23. Like
    Black Picture got a reaction from ShmeeGrim in DE_C17 [Block out complete] [Updated]   
    Introduction

    Hello all! I would like to introduce this map submission that is set in the Half Life universe.
    For this map you the Player are Combine Defending sites, or you are the Resistance attacking a Combine outpost try to take back City 17.
    This takes place during the Half-Life 2 timeline when the Resistance is rising up and taking parts of the city back. 




    Audio
    Combine Radio Chatter
    Combine does feature radio chatter if you are set on the default CT skin, it's still early but call out, throwing out grenades, Reaction to enemies all have VO lines for combine
    Combine overwatch

    When bomb is planted in one of the sites Alarms will sound off along with over watch VOs over the speaker

     
     
    Level Mechanics

    Combine Confiscation Fields


    On the map players will find four Combine Confiscation Fields, Players will have to interact with a button to turn them on.
    Once the button is pressed it will stay on for the rest of the round and will reset start of the next round.
    There is four Confiscation Fields on the map, however only 2 can be active, these will share 2 charges amongst each other, players will have to choose which ones they will want on. 


    Confiscation fields Button panel are placed right next to them. Players will have to travel to each Confiscation field to turn them on.

     


    Panels will show how many charges are left and which confiscation field is active.










    Gameplay Goals for Confiscation Fields

    Goals for this is to reward players on being smart how they use these fences, do lock down a route?
    Do you leave the fence off and go hunt in risking Resistance using them if the hunt fails? Do you allow you friends to go through and shut the door behind them? 

    A Counter to the fence is to buddy jump over the fence, another counter I wanted to put in is to use a taser to temporarily disable the fence for a few seconds,
    unfortunately the latest tuning of the taser does not have any penetration so it cannot interact with objects in the game now. 



    Shadows
     
    There will be selected lights that will cast shadows which is self-explanatory, but for one part of the map will have tarps draped over chain link fences,
    when casting a shadow onto these Tarps players on the back side will be able to see the shadow.



    What's fun about this if I decide to shoot the person, I will have to understand where the light source and adjust where to shoot the player

    Counters to this, players are able to throw a smoke grenade down to block the light.



    Time of Day


    While this map is a nighttime map keep in mind combine will be White to combat hard to see areas, gameplay take priority during the art phase of the map.

    One of the main goals I had for this project was to make a fun and engaging competitive level, while exploring something new for Counter Strike that isn’t invasive to the current gameplay.
    Hopefully the level mechanics that reward players for being creative and creating depth for within the map re-playability 


    Level Layout




    Note: While this level has extra routes to a site keep in mind players will be able to use confiscation fields to help manage Lanes.



    Fly Through of the map
    Flying through of the map also will show off the work of @bman the audio Wizard!
     
    Known Issues
    If you Join mid round during warmup as a CT, combine model can break, this will not happen during a real game.
    Intro, character select, outro will not show combine models.
    Sky Box has not been set up yet, vis pop ins happen in the sky box on a certain area, no vis issues in the play space.
    Audio will make a terrible scratch sound on the start of each round (I am so sorry) this is something we are currently working on getting a fix
    Players can get stuck inside of a Confiscation Field when turned on. exiting the prototype phase this will be polished to not happen.
    Combine head will not look down sights of weapons properly.


    Map Link

    https://steamcommunity.com/sharedfiles/filedetails/?id=3267403750

    Note for the Judges:
    The map Core Banner keeps flagging my workshop file and takes couple of days for the listing to reappear,
    currently right now the map link works but I will not put the banner in risk losing a working map link for judging,
    if this passes phase 1 I will find a solution during the next phase, sorry about that.

    Note: 
    If anyone plays the map and wants to share their experience, I would love to hear it!
     
     
     











    Special Thanks
    @Broken
    @Chief
    @Froddoyo
    MankinJarlkin
    @Gulfbones
    @ORB-NRG
    Smokey
    H8yse
    Blue Heaven
    @Saulc
    @SmurftYours
    Trignate
    @ShmeeGrim
    iFrostyRIP
    @Gunnar Kafel
    Bozo
    @AlphaOwl
    Certified Champ
    TheSlammerss

    Thank you everyone for your input and feedback!

    @JimWood
    Thanks for being the Radgen wizard


    @Chimonahehe
    and thank you for all the hehes

    If I didnt list anyone on here please let me know!!!
     
  24. Like
    Black Picture reacted to Broken in de_flick (updated photos)   
  25. Like
    Black Picture got a reaction from ORB-NRG in DE_C17 [Block out complete] [Updated]   
    Introduction

    Hello all! I would like to introduce this map submission that is set in the Half Life universe.
    For this map you the Player are Combine Defending sites, or you are the Resistance attacking a Combine outpost try to take back City 17.
    This takes place during the Half-Life 2 timeline when the Resistance is rising up and taking parts of the city back. 




    Audio
    Combine Radio Chatter
    Combine does feature radio chatter if you are set on the default CT skin, it's still early but call out, throwing out grenades, Reaction to enemies all have VO lines for combine
    Combine overwatch

    When bomb is planted in one of the sites Alarms will sound off along with over watch VOs over the speaker

     
     
    Level Mechanics

    Combine Confiscation Fields


    On the map players will find four Combine Confiscation Fields, Players will have to interact with a button to turn them on.
    Once the button is pressed it will stay on for the rest of the round and will reset start of the next round.
    There is four Confiscation Fields on the map, however only 2 can be active, these will share 2 charges amongst each other, players will have to choose which ones they will want on. 


    Confiscation fields Button panel are placed right next to them. Players will have to travel to each Confiscation field to turn them on.

     


    Panels will show how many charges are left and which confiscation field is active.










    Gameplay Goals for Confiscation Fields

    Goals for this is to reward players on being smart how they use these fences, do lock down a route?
    Do you leave the fence off and go hunt in risking Resistance using them if the hunt fails? Do you allow you friends to go through and shut the door behind them? 

    A Counter to the fence is to buddy jump over the fence, another counter I wanted to put in is to use a taser to temporarily disable the fence for a few seconds,
    unfortunately the latest tuning of the taser does not have any penetration so it cannot interact with objects in the game now. 



    Shadows
     
    There will be selected lights that will cast shadows which is self-explanatory, but for one part of the map will have tarps draped over chain link fences,
    when casting a shadow onto these Tarps players on the back side will be able to see the shadow.



    What's fun about this if I decide to shoot the person, I will have to understand where the light source and adjust where to shoot the player

    Counters to this, players are able to throw a smoke grenade down to block the light.



    Time of Day


    While this map is a nighttime map keep in mind combine will be White to combat hard to see areas, gameplay take priority during the art phase of the map.

    One of the main goals I had for this project was to make a fun and engaging competitive level, while exploring something new for Counter Strike that isn’t invasive to the current gameplay.
    Hopefully the level mechanics that reward players for being creative and creating depth for within the map re-playability 


    Level Layout




    Note: While this level has extra routes to a site keep in mind players will be able to use confiscation fields to help manage Lanes.



    Fly Through of the map
    Flying through of the map also will show off the work of @bman the audio Wizard!
     
    Known Issues
    If you Join mid round during warmup as a CT, combine model can break, this will not happen during a real game.
    Intro, character select, outro will not show combine models.
    Sky Box has not been set up yet, vis pop ins happen in the sky box on a certain area, no vis issues in the play space.
    Audio will make a terrible scratch sound on the start of each round (I am so sorry) this is something we are currently working on getting a fix
    Players can get stuck inside of a Confiscation Field when turned on. exiting the prototype phase this will be polished to not happen.
    Combine head will not look down sights of weapons properly.


    Map Link

    https://steamcommunity.com/sharedfiles/filedetails/?id=3267403750

    Note for the Judges:
    The map Core Banner keeps flagging my workshop file and takes couple of days for the listing to reappear,
    currently right now the map link works but I will not put the banner in risk losing a working map link for judging,
    if this passes phase 1 I will find a solution during the next phase, sorry about that.

    Note: 
    If anyone plays the map and wants to share their experience, I would love to hear it!
     
     
     











    Special Thanks
    @Broken
    @Chief
    @Froddoyo
    MankinJarlkin
    @Gulfbones
    @ORB-NRG
    Smokey
    H8yse
    Blue Heaven
    @Saulc
    @SmurftYours
    Trignate
    @ShmeeGrim
    iFrostyRIP
    @Gunnar Kafel
    Bozo
    @AlphaOwl
    Certified Champ
    TheSlammerss

    Thank you everyone for your input and feedback!

    @JimWood
    Thanks for being the Radgen wizard


    @Chimonahehe
    and thank you for all the hehes

    If I didnt list anyone on here please let me know!!!
     
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