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Posted (edited)

map download available: http://steamcommunity.com/sharedfiles/filedetails/?id=231686137

 

Hi all.  I had a glorious three day vacation thanks to the holiday weekend (hope you did too!).  To celebrate I started a new concept I would like to share as I work through to blockout.  I plan to post early iterations in the Workshop and look forward to any feedback you have to offer.

 

Thanks for stopping by!

 

Name: TBD

Themes: Bunker, Lab

Game: CSGO

Gametype: Defusal 5v5

 

Day 1 (technically Friday night and Saturday morning)

Pencil and some minor PS enhancements

uaEAU7C.jpg?3

 

Day 2

Paths running up mid and around the cafeteria looking too sketchy, slapped it on a grid and the fun begins

e0HuhrR.jpg?3

 

Day 3

First pass on bomb sites, spawn routes, rush points, LOS, choke markers

eNoqUy8.jpg?1

41Kufu5.jpg?1

yoJIVfY.jpg?1

 

 

Day 4

Posted this

 

On Deck

Scale test #1, bomb site retake flow, mark railings, update labels

Edited by Veeblur
Posted

fucking love bunkers,

 

working on a bunker-like level myself, if you need some custom textures and decals I can always hit you up with the ones I've got when I'm done...

7 floor inside/outside

8 walls inside/outside

1 trim

10 decals

and a shitload of blends :)

 

imo; day 3 you should have iteration 3 of the layout ingame...I also like drawing the layout, but find it so much easier just doing it in the editor,

 

anyways, looks like a interesting layout! 

Posted (edited)

Thanks for the support!  I invested a little more time in the layout to make it presentable for you folks, but I generally work on paper a lot at the beginning.  It has its pros and cons, no argument there.

 

Day 5

Scale Test #1 - first floor

HibgiKF.jpg

 

1) looked like a maze in the 2D layout and we have ourselves a duck! cramped winding walkways, hard corners, thin walls - needs a quick rework

2) LoS here leaves T's exposed to A-site campers - need to murder that nasty L-shape in the A site and force more commitment from CT's

3) The mid/retake approach to A is too narrow for interesting cover and interactions for my tastes - easy fix

4) LoS from long B (far left of the "4") offers vision through the center of the map - optimization buzzkill

 

Here are the current spawn-to-site times in seconds:

T > A = 17
T > B = 14
CT > A = 9
CT > B = 7

 

mr.P - thanks for the offering!  i got slammed at the office when you posted cs_rush (finally subscribed!), and so will definitely be in touch in the near future. :)

 

Next: Address problems mentioned above; Scale Test #2 (second floor); Retakes first pass; doc update

Edited by Veeblur
Posted

I'm worry about the fact that there is too many path in the oveviwew.

 

I definitely agree, and thanks!  I originally wanted to create a livable space to break up the theme, but I am considering dropping the A-site down and reducing the overall size/complexity.  For example:

PpoNNbN.jpg

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