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[CS:GO] Bloodbath in Paradise [Final 2 - 08-20-2017]


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Posted (edited)

Good day, mapcorers!

Here I want to present you my biggest mapping project (also my first,..., it runs for almost
8 years now), jb_bloodbath or Bloodbath in Paradise.
This is a jail map for Counter-Strike: Global Offensive, but not a standard jail map.
In this jailmap you will see different gameplay elements, for example, you need a security key to open security doors (everyone can pick one of them, while the guards may have to...).
The guards have to look for the prisoners, they could win the round by escaping the prison.

Here are some picture from the area (more pictures at the list below):

26869A795228C7C6CB54903CC7E0B81D77597866


860051AAAC15FAAC7AC9B6534DEC5D74791AA51D

624B3B8236EFBF6E0CD941AF62263E32A0DD06DA

 

A polished version of the early concept map at the development stage from 2009 can be found here (but still with the old system - without keys)
ba_jail_activities_(beta)

Map and project name is jb_bloodbath, the title is Bloodbath in Paradise
Current state:
Final 2

Features
- 11 minigames (8 minigames outside + 3 minigames in the underground)
- Deathrow (with working electric chair) (Picture)
- Infirmary (heal zone)(Picture)
- Lounge (Picture)
- Armoury at CT-spawn (Picture)
- Main building (Picture) - Each of the 22 jails can be opened separately and together
- Everyone who has a key can open savetyrelevant doors (a CT without key can't, but a T whith key can,...)
- Fully free accessible premises (except the shootingrange and roulette house, because of securityrelevant doors)
- enterable security towers around the wall
- Catwalks for a better overall view
- about 450 custom made models
- nearly only custom content used

Minigames
- Colors (Picture)
- Soccer (Picture)
- Pool (diving platform for 3, 5, 7.5, 10, 15 and 20 meters) (Picture 1)(Picture 2)
- Simonsays (Picture)
- Car Derby (Picture 1)(Picture 2)
- Shot for Shot (Picture)
- Shotgun Roulette (Picture)
- Shootingrange (Picture)
- Race (Picture)
- Disco (Picture)
- Beam Jump (Picture)

But still much to do

- more detailed 3d-sky
- Detail overlays
- General bug fixing...

Layout

42D989FD8208ED0A3755C6F204DEF7A13DC109DD


WiP @ GameBanana
WiP @ interlopers

Download [Final 2]
Gamebanana
- Steam Workshop

Edited by Patriot_GER
Update to Beta 1
Posted

This level is honestly just too open for Source engine to handle. It looks like you'll need to either put up some walls to prevent visibility, or add some fog (Which would look stupid).

 

Start by making sure all props have fade distances...

Posted

This level is honestly just too open for Source engine to handle. It looks like you'll need to either put up some walls to prevent visibility, or add some fog (Which would look stupid).

 

Start by making sure all props have fade distances...

 

Thank you for your help! :D

 

 

Some props do have fade distances for now, will extend that. Besides of that, why won't Valve fix the LOD system for CS:GO :D?

 

Am I right if I add some func_areaportalwindows (watched your tutorial few days ago - nice video!)?. I've tested only func_areaportal, but these wont help that much, outside.

 

 

Can I ask you why you removed me from you Steam-friendlist? :D

Posted (edited)

Looks great man! If you are running close to the func_detail limit, consider making stuff into props or turning it into a func_brush.Also, displacements are generally cheaper than brushes so I would recommend replacing some of the flat outside areas with them

Edited by psychickitten
Posted

Looks great man! If you are running close to the func_detail limit, consider making stuff into props or turning it into a func_brush.Also, displacements are generally cheaper than brushes so I would recommend replacing some of the flat outside areas with them

 

 

Thanks for the tips ;), but I'm already over the limit, turned very much func_detail into props, but still have to compile with -notjunc.

About turning some func_details into func_brushes: I dont like that, because I think I will need some brushes in future, and I have 508/1024 brush models, and these cost entdata, too (currently @ 265 % / 100%) and I will nedd some func_brushes for optimizing with func_areaportalwindows.

 

But in the next test compiles I will try to heed your tips ;)

  • 9 months later...
  • 4 months later...
Posted (edited)

Upate [Beta 1 - 07-05-2015]

- decreased filesize
- added new minigame: Beam Jump
- renamed minigame roulette to Shot for Shot
- added new minigame: roulette
- added more foliage models
- added more pool models to the pool / changed jump pad rails
- added maps for more orientation
- added instructions for minigames
- prepared some areas of the map for a possible night version
- some visual and technical updates

But still much to do

- Optimization
- Soundscapes
- Detail overlays
- General bug fixing...

Download the Beta 1 here:
Bloodbath in Paradise [Beta 1]

Workshop Link

Edited by Patriot_GER
added workshop link
Posted

This map has some progress after waiting over 2 years!

What has been done since then:

- layout changes (like the walls)
- added new minigames (colors, beam jump, car derby)
- added soundscapes
- added 3dsky
- added much more foliage props
- ...


New Colors minigame concept:

You won't die instantly if you're on the wrong color, you only will be damaged.
If you go on the right color, you will be healed. But that not all, this time we have 16
different colors instead of only 9, their location will also chosen randomly.

There are some more innovations, like no single "light"-entity has been placed in the map.
It's also one of the few Source maps which are using a custom water texture, which sadly increases
the filesize.

Have a look on the final 2 of the map and tell me about it:

Gamebanana
- Steam Workshop

Thank you for your support so far

- Patriot_[GER]

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