Dr. Delta Posted May 9, 2014 Report Posted May 9, 2014 (edited) For a while Sathor and I have been working on a new CS:GO map called de_binnenhof. The defusal map sets place in the 'Binnenhof', a collection of buildings constructed in the 13th century in the city of The Hague, where the Dutch parliament is seated. You can explore building and parts of its interiors on Streetview. The CTs start at the Mauritshuis, and have to prevent the Ts from either blowing up the Torentje {A} (lit. small tower) or the building next to the Ridderzaal {B} (lit. hall of knights). We're doing our best to re-create the location and its atmosphere well, but sensible regarding scale, flow and balance needed for a proper CS:GO map. Progress:We're currently in beta-ish stage, so things are supposed to improve a lot. Stay tuned for updates! In-game: Models: Edited August 25, 2015 by Dr. Delta removed some of the outdated information Setin, Squad, blackdog and 10 others 13 Quote
Spherix Posted May 10, 2014 Report Posted May 10, 2014 Whilst I admire your work and progress, this is one of those times you'll have to be weary not to get the AIVD after you Quote
Sprony Posted May 10, 2014 Report Posted May 10, 2014 Oh oh Den Haag... That's my city baby. Too bad I missed the playtest. I will keep my eye on this. Are you a local as well or are you building this based on reference shots you've found? Will you include the hofvijver too? Quote
Sathor Posted May 11, 2014 Report Posted May 11, 2014 Since I am doing the map's architecture, I can answer that question. I was using Google Earth and StreetView mostly, along with some aerial pictures and different reference photos to make proportions, heights and so on match. It is not 100% precise, but that was never the goal. We will carefully recreate objects as props and so on to catch the area, while still having a playable map. The hofvijver is included, partly in the skybox, but basically fully visible from one part of the map! Delta is Dutch, I am German. But we both live in Germany, so we feel pretty safe concerning AIVD Expect more screenshots and playtests in future. We have our own server, so we might invite to playtests that are not mapcore-official from time to time. Spherix and Sprony 2 Quote
Sprony Posted May 11, 2014 Report Posted May 11, 2014 Excellent. I'll follow this thread for future updates. Also, don't forget to show the little island in the hofvijver, that's what it's famous for Quote
resident91 Posted May 11, 2014 Report Posted May 11, 2014 WWWOOWW!I really want to see this map running on my pc!Could you tell me which program created as models?I refer to the capture of Model (s).Thank you and I encourage you to keep going!Sorry for my English! Quote
Dr. Delta Posted May 11, 2014 Author Report Posted May 11, 2014 (edited) WWWOOWW!I really want to see this map running on my pc!Could you tell me which program created as models?I refer to the capture of Model (s).Thank you and I encourage you to keep going!Sorry for my English! Thanks for your enthusiasm! I'm currently using 3ds Max for the modeling, but any modern modeling application (Maya, Softimage, Blender, Modo, etc) can be used of course. Edited May 11, 2014 by Dr. Delta Quote
Sathor Posted May 18, 2014 Report Posted May 18, 2014 Delta and me are planning a playtest tonight on our own server, located in Germany. The test is planned for 23:00 CEST. Further detail is to be announced later today. Quote
Dr. Delta Posted May 18, 2014 Author Report Posted May 18, 2014 (edited) Feedback: The previous play-test proved very useful, and we have improved upon a lot of the feedback we received, thanks again for that!New play-test: Today (May 18th 2014) we're organizing another play-test at 23:00 CEST (international timetable). Download and unpack the following file containing the map files into your CSGO directory. You can you join around that time using the following console command to join our very own 14 slots CSGO server:connect 195.4.107.94:27015; password Qnr83X71y64IChanges:Changed route to A, making it easier and more 'CS-like'.Added a brush version of the 'Mauritshuis'.Made the stairs-route to A more clear, and changed something in the cover in this middle area.The unnatural slanted stairs have been replaced with vertical only stairs, another layer of scaffolding is added, moving the stairs from the window away somewhere better fitted. The play area is now surrounded with railing so you can't easily fall off. The water now kills.Roof mounted stairs allow the CTs to go onto the terrace where Ts can come from. The Ts have normal stairs, while the CTs have to climb a ladder.The T spawn is lowered to prevent unwanted camping (and sniping B). Clips are improved.More clear routes to A via scaffolding outside, and stairs to roof above A.Scaffolding outside A is made more simple, some windows are blocked to provide cover.One of the two exits of the CT B route is blocked, because it made the route unsafe (no cover), and additional scaffolding is added to allow CTs to go to B easily and safe (since it's far away).Route to B is blocked because it made the different routes too complex, there's only the entrance at the back now left, which leads to B.Complex room is made into a simpler and easier to navigate route to B.Current area has 2 entrances (stairs from bridge, and door from middle courtyard), making it easier.Left window on B is blocked to give Ts more cover, which was something that they didn't have enough on the previous version.Route to the bridge scaffolding is simplified and nicer to navigate. You can now get on top of the car with a ladder instead of jumping on a bunch of things. Cover on the bridge windows is changed, right window now has less cover while the left one is boarded with wood. Edited May 18, 2014 by Dr. Delta Spherix and Nexusdog 2 Quote
text_fish Posted May 19, 2014 Report Posted May 19, 2014 I really like bombsite A, it's exciting running around on roofs and such and there are all sorts of interesting grenade possibilities. For me bombsite B felt a bit out on a limb for both teams, mostly because both teams have a more long/complex route to get there but also because it's on the other side of mid which as people kept saying feels like a really dangerous route. I would completely redesign mid to start with -- maybe the building with bombsite B could extend further towards CT spawn or something, and I never really understood what game-play purpose the scaffolding serves. If I were getting more experimental I'd try moving bombsite B out in to the courtyard to the north and scrapping most of the southern parts of the map, but it would be understandably painful to say goodbye to so much work! Overall the playtest proved fun! I look forward to seeing how this map evolves. Quote
nicoreda Posted May 19, 2014 Report Posted May 19, 2014 Hey, nice work guy ! I like how the map look open. Quote
El_Exodus Posted June 19, 2014 Report Posted June 19, 2014 This looks very good, can't wait to see the finished version in the workshop. UnknownPredator 1 Quote
Dr. Delta Posted July 2, 2014 Author Report Posted July 2, 2014 (edited) Update #2 - 02/07/2014We've been silent for a little while (Sathor got married! ), but we're happy to post our latest update and playtest!Previous play-tests proved useful, and once again based on the feedback we've decided to change things, this time however, a little more drastic than you might expect. We've changed bombsite B, entirely.Here's a small list of our changes:Moved BNew scaffolding at B, allows CTs to quickly enter and secure BNew T spawn, better readability and timingNew "stairway" from T spawn to "terrace", "hallway" and "courtyard"New route from "stairway" to "hallway", reduces corner peeking/snipingRedesigned routes to new BRemoved scaffolding/areas/routes, due to new BRemoved ladder from CT roof to T roofThis update also includes several custom props, including a fence and windows.New play-test:Today (July 2nd 2014) we'll be organizing another play-test at 19:30 CEST (international timetable). Download the map. You can you join around that time using the following console command to join our very own 14 slots CSGO server:connect 195.4.107.94:27015; password binnenChanges:Added custom models (windows, fence) and updated some of the aesthetics.Changed the cover in the "courtyard", and updated the map visually.The new B, one of the entrances via "courtyard" via the scaffolding.The new T spawn, moved slightly back into the building. Better timing.New route for Ts to go to either A or B. Up the stairs go to "terrace", down the stairs go to "courtyard" and "hallways", down the hall is "bridge" which goes to the new B.The new B, outside the window is scaffolding. B has 3 entrances, one behind you (see next picture), one from the left and one through the window.A small room behind the new B, with some peeking windows.Updated entrance/exit for T "stairwell" to "courtyard", route to "hallways" is also changed.Left the old overview, right the new.Some custom windows models in-gameShowing the current modular set up of some window models. Edited July 2, 2014 by Dr. Delta Quote
Spherix Posted July 2, 2014 Report Posted July 2, 2014 Digging the windows the most haha Are those shadows on the blinds generated by the engine =o? Quote
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