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Posted (edited)

So, the map is not called de_township anymore, since the art style changed by 180°. It's now called de_sirius and uses modern architecture as references.

I also started to create a devblog about the map, which can be found here: http://exodus-devblog.blogspot.de/

 OLD post:

Hello folks,

 

i'm new to Mapcore and want to thank you in advance for any tips and suggestions you may give me. :)

 

Currently i'm working working on de_township. This map is designed for competitive gameplay in CS:GO. It's still very Pre-Alpha but i wanted to show the current state to experienced Mappers to get some thoughts and suggestions.

 

So far i'm mostly happy with the rough layout, except for the mid. Imho it's too open and too easy for the CT side to frag rushing T's. I don't have a solution for this issue yet. I really do hope, that you have some advice and ideas for that.

 

To show the map off, i made 2 gameplay videos and a editor-screenshot to show the rough layout. One video is a bit older (v1) and the other one (v2) is nearly the current state.

 

 

 

 

 

post-31386-0-32320100-1403110822_thumb.p

 

If there's any interest in playtest the map, just comment in this Thread. I would appreciate that. :)

 

Before i'm going to make the map good-looking i want the layout to be good. ;)

Edited by El_Exodus
namechange of the map.
Posted

I updated a few things on de_township. Have a look at it in this short video:

 

 

Changelog:
-Truck near CT-Spawn turned 180°
-Added cover on B
-Added placeholder textures to buildings
-Added railings at B
-Added player clip at tunnel entrance in underpass
-Added ladder from tunnel to mid
-Added way from T-Spawn/B to mid
-Added Café/way from mid to A long

 

More things to come :)

Posted

I did again some changes to de_township. Have a look at them in the newest video:

 

 

Changelog v4:

-Moved wall at T-Spawn
-Added wall in front of A long
-Enlarged cover at A long
-Size of stairs at A spot decreased
-Barrel B plateau removed
-Size of B entrance decreased
-Underground/Trainstation made shorter
-Bus at mid removed - Gangway added
-Tree&Bushes in front of Café added
-Fence in front of Café made smaller
-Desks+chairs at Café moved - More space to walk
-Café entrance with window added
-Added Stairs from Café to appartments
-Changed angle of sunlight

 

If i shall stop doing new posts for new updates, just tell me. :)

Posted

Due to some /r/ feedback i decided to make a short video about the timings to get to each spot. But i'm not yet happy with the timings to get to the mid. There will be some changes as soon as i know that to do.

 

Posted

I just began creating the first decoration building on my map. Reference for these are old german half-timbered houses (I hope this is the correct englisch word for them :) ) like these:

 


 7af6c3476f.jpg

 

CRW3726-Fachwerkhaus-Mainzer-Str.jpg
 


 
2014-06-23_00026qzj1t.jpg

 

German Old Towns with those buildings look really idyllic and that's the target for the map. I hope i'll be able to show more of them soon. There's a lot to do.

  • 3 weeks later...
Posted (edited)

So i didn't stop working on my map. Here are some screenies of the progress.

 

Modified Sewers:

Except for the middle connecting tunnel, you can now stand/walk in the tunnels. To make it risky there, to be heard, there is a metal floor in the connecting tunnels.

 

2014-07-10_00024qoaty.jpg 2014-07-10_00003vwz1p.jpg 2014-07-10_00004a2abo.jpg 2014-07-10_0002283b8x.jpg

 

Continued a bit at the decoration buildings:

 

2014-07-10_00006tnyjv.jpg 2014-07-10_00015fxa91.jpg

 

Widened indoor area at appartments due to some feedback.

 

2014-07-10_00016nfycc.jpg 2014-07-10_0001732bif.jpg

 

Switched the bomb site names, because i wasn't able to rename them in Hammer .__. Did also some visual changes:

 

2014-07-10_00018day30.jpg 2014-07-10_0001960y4h.jpg 2014-07-10_00011wzaga.jpg

 

Removed prop-fountain, created my own. Also made some changes to the middle area to make it less open. Arches woop woop.

 

2014-07-10_00014pnza1.jpg 2014-07-10_000219gbr4.jpg 2014-07-10_00012p6ymp.jpg

 

And some minor visual stuff...

 

2014-07-10_00007jcapm.jpg 2014-07-10_00008bwlkc.jpg 2014-07-10_00013auluk.jpg

 

 

BTW i don't know if i should keep the mapname de_township. I'm thinking about changing it, but i have no good ideas. What do you think about that?

Edited by El_Exodus
Posted

It's looking good dude, still lots of work to be done  :)

Have you already started doing optimization?

 

Fountain looks too squared, shouldn't it be more rounded? Like done with the arch brush?

Posted

It's looking good dude, still lots of work to be done  :)

Have you already started doing optimization?

 

Fountain looks too squared, shouldn't it be more rounded? Like done with the arch brush?

Not really. The only thing i did about optimization, was setting the stairs as func_detail. The rest is TBD.

 

Yeah, i may redo the fountain, but it's closer to the type of fountain i want to do, than the "old" prop one. I may need some good reference to redo the fountain^^

  • 6 months later...
Posted

Damn, it's been long since the last update. I actually didn't work a lot on it, just a few hours. Well, here's the current overview with some explanations of the changes in it. These layout changes aren't properly playtested yet. I'm afraid, the map is too T sided now. But we'll see.

 

de_township_alpha4-15buy4v.png

Posted

While i'm at it... Lots of screenerino in the spoilerino.

 

The new A-Long

2015-01-19_00007tnqkw.jpg

 

2015-01-19_00008jmpjo.jpg

 

Also added some small windows for nades n stuff

 

2015-01-19_00009rjql2.jpg

 

2015-01-19_000136kp1p.jpg

 

Happy face :-)

 

2015-01-19_000116iqrt.jpg

 

Moar Mid stuff

 

2015-01-19_00010q9ot5.jpg

 

2015-01-19_00012dgp2e.jpg

 

Almost nothing new at T spawn (i think?^^)

 

2015-01-19_000061qovc.jpg

 

Cover in Subway

 

2015-01-19_00005u3qnb.jpg

 

 

B site visuals and layout change

 

2015-01-19_00004k5pnd.jpg

 

2015-01-19_00003tpqzj.jpg

 

 

New CT spawn from another perspective

 

2015-01-19_00014qzq7s.jpg

 

Oh and i fixed the bombsite names. :] Forgot to replace some of the bomb site decals tho..

 

2015-01-19_00015pmoh7.jpg

 

 

 

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