2d-chris Posted June 29, 2013 Report Posted June 29, 2013 hehe cool, reminds me of this old beauty, remember testing this ^^ General Vivi 1 Quote
FMPONE Posted June 29, 2013 Report Posted June 29, 2013 (edited) hehe cool, reminds me of this old beauty, remember testing this ^^ masterpiece looks nice garth, keep us posted. Edited June 29, 2013 by FMPONE Quote
garthbartin Posted June 29, 2013 Report Posted June 29, 2013 (edited) Thanks. What could I fill the open area with? I've got a lot of space and I'm not sure what to do with it. Any ideas? Edited June 29, 2013 by garthbartin Quote
sven Posted June 29, 2013 Report Posted June 29, 2013 Thanks. What could I fill the open area with? I've got a lot of space and I'm not sure what to do with it. Any ideas? Well, you could of course make the map smaller to begin with . If it is going to be a defuse map, you will need 2 bomb sites. For decoration, you could make a rock garden with a waterfall or something, or you can make it a martial arts training temple. Quote
blackdog Posted June 29, 2013 Report Posted June 29, 2013 (edited) Crates! Piles of. Edited June 29, 2013 by blackdog garthbartin 1 Quote
2d-chris Posted June 29, 2013 Report Posted June 29, 2013 (edited) That's the golden question really, you usually run into such troubles when you just throw some stuff together without really planning it. Look for photo reference and simply take notes of areas that are the kind of scale you'd like, then you should have a list of assets and structure changes you need to do. Also CS (and allot of other games) have very compressed scale to add boundaries and such, so take that into account.You don't need to show everything to give the feeling of a setting and working by yourself you prob won't be able to, so, do you want to make a temple, a village, a forest with some buildings, mountain pass? If your ambition is to do all of those you have your work cut out I always liked the contrast in Rainbow Six, some maps are really small warehouses with every room accessible, verses the large open terrain of their snow wilderness with just a few lodge buildings. Don;t bite off more than you can chew, pick your battles. When I make a rough layout I usually find my scale is a bit big, I've not yet met a level designer who nails the scale first time, when art starts to go in it becomes all too apparent - you do get better over time and experience though, changes are less severe the more you do it PS: the answer is not to add more stuff into it, problem is structure and scale ^^ can solve this with elevation changes, large visibility blockers (buildings, cliffs etc) and only then should you try and fill spaces with props. Edited June 29, 2013 by 2d-chris penE, selmitto and knj 3 Quote
Eyce Posted June 30, 2013 Report Posted June 30, 2013 (edited) Few hours in Hammer over the past few days. Been going between this and a project in Unity. Edited June 30, 2013 by Eyce Quote
holiestcows Posted June 30, 2013 Report Posted June 30, 2013 WIP CS:GO map - The theme is an Oil Rig Nexusdog, General Vivi and ⌐■_■ 3 Quote
JeanPaul Posted June 30, 2013 Report Posted June 30, 2013 (edited) Fuck yes, this is the kind of creativity CSGO needs! How are the sightlines? Does everything in this map render at once? EDIT: And Eyce, you will have problems having the spawn door open directly to that control point. But the aesthetic looks nice so far. Edited June 30, 2013 by JeanPaul Quote
holiestcows Posted June 30, 2013 Report Posted June 30, 2013 I have yet to do any optimizing in the map with rendering and what not. But its been extensively play tested since the beginning but im still looking forward to the playtest on the mapcore server. Anyway, the sight lines are medium to long at most areas, has a peaking area in mid (much similar to dust 2) a fast rush but dangerous bombsite B and longer but semi safer bombsite A. What I think makes this map really fun though is the incorporation of vertical combat. There are catwalks all over the map and offer a slight advantage but also disadvantage since you're an open target from anywhere on the map. Eventually there will be a massive crane and some Oil Drill models. Azgag(Mike Taret) is helping me with this project, as models and textures. Quote
JeanPaul Posted June 30, 2013 Report Posted June 30, 2013 I really like this so far. Be careful with the catwalks - something I learned with MP design is player funneling. If you give the players TOO many options, it spreads everyone out and the battles are all over the place. Sometimes fewer options is better. But I dig it so far and look forward to testing it on the server. Get it in the next test, for real dawg. Quote
KungFuSquirrel Posted June 30, 2013 Report Posted June 30, 2013 needs more as_oilrig remake. Seriously, though, I dig the hell out of oil rigs! I'd encourage you to look at more elevation changes from one side of the map to the other. The upper catwalks are nice, but I think you'd get a much more interesting structure with a few tiers of elevation, plus you could create some really interesting gameplay around the bomb sites with elevated firing or defensive positions. Quote
holiestcows Posted June 30, 2013 Report Posted June 30, 2013 needs more as_oilrig remake. Seriously, though, I dig the hell out of oil rigs! I'd encourage you to look at more elevation changes from one side of the map to the other. The upper catwalks are nice, but I think you'd get a much more interesting structure with a few tiers of elevation, plus you could create some really interesting gameplay around the bomb sites with elevated firing or defensive positions. There are some elevated defensive / offensive spots. I couldn't really get a good shot of everything, but there is more. I really like this so far. Be careful with the catwalks - something I learned with MP design is player funneling. If you give the players TOO many options, it spreads everyone out and the battles are all over the place. Sometimes fewer options is better. But I dig it so far and look forward to testing it on the server. Get it in the next test, for real dawg. Yeah I know what you mean, originally we had more catwalks, and three floors. Ive reduced the amount of options there are, and in the most basic gameplay it is similar to standard competitive layouts. Dont worry, itll be in the next playtest, hopefully some more models too! Quote
Eyce Posted July 1, 2013 Report Posted July 1, 2013 And Eyce, you will have problems having the spawn door open directly to that control point. But the aesthetic looks nice so far.Thanks for catching that out, I forgot to go back after doing that triangular ceiling to the roof. This is just enough to prevent viewing 2/3rds of the point. In other news, flank corridor. Length subject to change. holiestcows 1 Quote
blackdog Posted July 1, 2013 Report Posted July 1, 2013 @holiestcows: are the A & B signs visible from T spawn? There are so many smokestacks that seem they could be covered. Keep it going. Quote
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