Veeblur Posted February 19, 2014 Report Posted February 19, 2014 (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 Day 2 Paths running up mid and around the cafeteria looking too sketchy, slapped it on a grid and the fun begins Day 3 First pass on bomb sites, spawn routes, rush points, LOS, choke markers Day 4 Posted this On Deck Scale test #1, bomb site retake flow, mark railings, update labels Edited February 26, 2014 by Veeblur FMPONE 1 Quote
Sprony Posted February 19, 2014 Report Posted February 19, 2014 Well you can't say you didn't plan it Quote
FMPONE Posted February 19, 2014 Report Posted February 19, 2014 It's good and I'm all for due planning, but just remember a map is not played on paper Looking forward to the tests. Quote
mr.P Posted February 19, 2014 Report Posted February 19, 2014 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! Quote
Veeblur Posted February 20, 2014 Author Report Posted February 20, 2014 (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 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 February 20, 2014 by Veeblur Nexusdog 1 Quote
Veeblur Posted February 26, 2014 Author Report Posted February 26, 2014 File has been added to the workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=231686137 This layout is raw, but I would like very much to see how the paths feel. Supports 5v5 defuse only. minimap mid B long A-site B-site FMPONE 1 Quote
ElectroSheep Posted February 26, 2014 Report Posted February 26, 2014 I'm worry about the fact that there is too many path in the oveviwew. will2k and Veeblur 2 Quote
Veeblur Posted February 26, 2014 Author Report Posted February 26, 2014 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: Quote
SoundsFerg Posted February 26, 2014 Report Posted February 26, 2014 Wow this looks great. I'll try and get a 5v5 with some clan mates soon and come back when i can offer actual feedback haha. Quote
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