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WIP in WIP, post your level screenshots!


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Posted

psy and hipshot, you guys are doing awesome stuff! Also WB Hipshot! Your 2d art is looking sexy!

@psy, something still bugs me about bombsite B. maybe you should have it trail off into the water as a loading section for the boats? Just seems like that area has no purpose besides being a giant empty lower space. Perhaps you should add more hierarchy to this location, such as stairs and other routs that take you directly in from the top or above it using catwalks?

Rough sketch, hope this spawns some ideas.

Thinking out loud here.

What if you split the lower section into two ramps (each with their own cover options) that way the bomb could be hidden in either section? Adding a lower section like this automatically creates cover similar to dust 2's long A on the T side. Obviously it's not too great considering there are wall surrounding the bomb site.

Also catwalks could help cut the space up a bit more and give the players a risk reward for taking the shortcut across.

Psy_csgo_map1.jpg

Either way, looking good! Hope this helps inspire some ideas.

Posted

@psy, something still bugs me about bombsite B. maybe you should have it trail off into the water as a loading section for the boats? [...] Perhaps you should add more hierarchy to this location, such as stairs and other routs that take you directly in from the top or above it using catwalks?

[...]

What if you split the lower section into two ramps (each with their own cover options) that way the bomb could be hidden in either section? Adding a lower section like this automatically creates cover similar to dust 2's long A on the T side. Obviously it's not too great considering there are wall surrounding the bomb site.

I like the idea, and parallelism (to dust2); following up on that... what if the B site really becomes a "long", and the area is extended further into the water? (of course, not by any stretch as long as dust.) The plant area stays the same but Ts would have the ramps to cover from. The catwalk could become a big overarching walkable structure (cfr. cs_compound) or a huge lift used to move boats on the ramps, that would quite fit the theme I think.

Something like this (1 2 3) but instead of moving a boat along the ramp, it would "load" from one side (like a container lift on a dock) that you could dress like a "boat park".

Probably the areas surrounding the site should be revised then.

Posted

psy and hipshot, you guys are doing awesome stuff! Also WB Hipshot! Your 2d art is looking sexy!

@psy, something still bugs me about bombsite B. maybe you should have it trail off into the water as a loading section for the boats? Just seems like that area has no purpose besides being a giant empty lower space.

That's the idea. I just haven't gotten around to implementing it yet. :P I do like your idea of the catwalk and ramp though!

Posted

Migga: looks cool, what's it supposed to be? :)

Part of a HL2:ep2 SP map I am working on. It's not really supposed to "be" anything beyond what you can already see from the screenshots.

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