El_Exodus Posted June 18, 2014 Report Posted June 18, 2014 (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. 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 October 13, 2015 by El_Exodus namechange of the map. Quote
El_Exodus Posted June 19, 2014 Author Report Posted June 19, 2014 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 eti 1 Quote
El_Exodus Posted June 19, 2014 Author Report Posted June 19, 2014 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. Quote
El_Exodus Posted June 21, 2014 Author Report Posted June 21, 2014 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. Quote
El_Exodus Posted June 23, 2014 Author Report Posted June 23, 2014 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: 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. Quote
El_Exodus Posted July 10, 2014 Author Report Posted July 10, 2014 (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. Continued a bit at the decoration buildings: Widened indoor area at appartments due to some feedback. Switched the bomb site names, because i wasn't able to rename them in Hammer .__. Did also some visual changes: Removed prop-fountain, created my own. Also made some changes to the middle area to make it less open. Arches woop woop. And some minor visual stuff... 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 July 11, 2014 by El_Exodus Quote
KERQ Posted July 10, 2014 Report Posted July 10, 2014 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? Quote
El_Exodus Posted July 11, 2014 Author Report Posted July 11, 2014 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^^ Quote
Vaya Posted July 18, 2014 Report Posted July 18, 2014 Can I playtest? preferably a workshop link El_Exodus 1 Quote
El_Exodus Posted July 18, 2014 Author Report Posted July 18, 2014 Can I playtest? preferably a workshop link The map is not yet on the Workshop. And it won't be until it's almost finished But i think i'll use the MapCore playtest service soon. Just make sure you're in the Steam Group and you'll be notified when playtests start. http://steamcommunity.com/groups/MapCorePT Vaya 1 Quote
El_Exodus Posted January 19, 2015 Author Report Posted January 19, 2015 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. 1488 1 Quote
El_Exodus Posted January 19, 2015 Author Report Posted January 19, 2015 While i'm at it... Lots of screenerino in the spoilerino. The new A-Long Also added some small windows for nades n stuff Happy face :-) Moar Mid stuff Almost nothing new at T spawn (i think?^^) Cover in Subway B site visuals and layout change New CT spawn from another perspective Oh and i fixed the bombsite names. :] Forgot to replace some of the bomb site decals tho.. Quote
bawwwcas Posted January 20, 2015 Report Posted January 20, 2015 Looking really good man! You, along with a couple other maps I've seen recently, are really inspiring me to move forward with my work as well! I'd love to see the map when it's ready for playtesting El_Exodus 1 Quote
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