Anth Posted September 23, 2014 Report Posted September 23, 2014 (edited) Edit: Placed screenshots in spoiler tags to tidy up posts and make it easier to scroll the thread Hi everyone! So I thought I would share my new project I started this week. It is none other than de_port from CS:S alive in CS:GO! However, rather than make a clone of the Port from Source, I thought I would create a "re-imagining" of the map, focusing on fixing a lot of the issues that the Source version of the map faced, such as long corridors where snipers would mostly sit. I also decided to shift the design of the map, now taking place in a much more urban area. At this stage, the map is mostly brushwork so it doesn't look pretty at all. Once I get the layout of the map downpat I'll start working on the "pretties". The new T Spawn Bombsite B with some buggy lighting -_- The A Site warehouse. The access to the underground corridor has shifted to increase CT travel time towards it. Mid. WIth underground access to Bombsite B to decrease rotation time and introduce potential new strategies for the Terrorists. And finally. Here's Port in CS:GO Please be nice Edited September 29, 2014 by OneShotAnth Vaya 1 Quote
Vaya Posted September 23, 2014 Report Posted September 23, 2014 you have a lot of work on your hands if you're trying to make this map more competitively viable! no slight on you of course. Looks good so far- would like a playtest Anth 1 Quote
Deh0lise Posted September 23, 2014 Report Posted September 23, 2014 Imo, de_port didn't work very good in CSS, you'll really have to do a ton of changes to make it viable! good luck Anth 1 Quote
Anth Posted September 27, 2014 Author Report Posted September 27, 2014 (edited) Nothing much extra to post lately. I'll probably do a play test sometime during the next two weeks to find out what else to add. I was working on some colour correction for the map and took these nice screenshots though. Edited September 29, 2014 by OneShotAnth Vaya and cr0coDiL 2 Quote
Anth Posted September 29, 2014 Author Report Posted September 29, 2014 So I made a rather large change to the map today. I was thinking last night about what may have happened if the terrorists had successfully blown the bomb in the original version of port, so I started to brainstorm ideas on how the location may have changed nine years after the original. This will help with allowing me to balance the map better without needing to follow the original design! ;D So today, I started working on the new Bombsite B. Rather than be located on a ship, it is now located within a storage lot of shipping containers. This may help to reduce snipers and require teams to watch multiple corners. The office located at the front of the lot can be used for cover as well. This bombsite also contains access to the underpass, which is intended to allow faster rotation times compared to the original map. Currently since I lack the ability to 3D model, all the containers and props are placeholder until I either learn to model my own different shipping containers or come up with something else. The layout is also still being worked on and is incomplete. So..... ready for some photos? The new Bombsite B From another angle I also realised I haven't shown a proper overview of the map layout. What you can't see in this screenshot is the underpass and corridors underneath Bombsite A, which is decaled with a B for some reason. xD T spawn is the "shed" in the bottom left and CT Spawn is in the warehouse right of the crane. Quote
jackophant Posted September 30, 2014 Report Posted September 30, 2014 You can show us a good overview if you turn sv_cheats 1, go into noclip, fly upwards out of your map's boundary (so the skybox disappears) and use cl_leveloverview 4 and take a screenshot. Depending on your scale the 4 might need to be made smaller if the map is smaller, and larger if larger... make the value 0 if you want to return to first person mode. 3kliksphilip has a good radar tutorial which you might want to use before playtesting! The water to skybox transition would look a lot better if you added a grey(tinted blue?) fog to try and mask that harsh line. Also, part of the problem with the old port map was that it was possibly the largest entity known to man (second only to the universe), with great big sight lines. Maybe if you could focus a smaller area of the port, in a more built up area it could work a lot better. Keep it up Quote
Anth Posted September 30, 2014 Author Report Posted September 30, 2014 You can show us a good overview if you turn sv_cheats 1, go into noclip, fly upwards out of your map's boundary (so the skybox disappears) and use cl_leveloverview 4 and take a screenshot. Depending on your scale the 4 might need to be made smaller if the map is smaller, and larger if larger... make the value 0 if you want to return to first person mode. 3kliksphilip has a good radar tutorial which you might want to use before playtesting! The water to skybox transition would look a lot better if you added a grey(tinted blue?) fog to try and mask that harsh line. Also, part of the problem with the old port map was that it was possibly the largest entity known to man (second only to the universe), with great big sight lines. Maybe if you could focus a smaller area of the port, in a more built up area it could work a lot better. Keep it up I hadn't thought about showing the overview using the overview command! xD Thanks for the link but I already know how to make radars and all those fancies. Regarding the water to skybox, I'm not currently working on making the map look good, just focusing on getting the layout to work, otherwise if it turns out to be no good I would've put all this time into detailing for nothing really. I'm slowly cutting down on the number of sniper alleys and the total map scale has also been reduced a lot compared to the original version of the map and I'm still working on making it a lot better too! Quote
Anth Posted September 30, 2014 Author Report Posted September 30, 2014 Finally! Here's a little tour of the map at its latest version. Quote
Vaya Posted September 30, 2014 Report Posted September 30, 2014 I think you need to raise the tunnel ceiling a bit. liking progress though Anth 1 Quote
Hlynur Posted September 30, 2014 Report Posted September 30, 2014 I think you need to raise the tunnel ceiling a bit. liking progress though I agree with this. The hight of the ceiling seems to hinder movement. I also think it's gonna get very boring for the ct's to have to open up that gate every round... Anth 1 Quote
Anth Posted October 1, 2014 Author Report Posted October 1, 2014 I think you need to raise the tunnel ceiling a bit. liking progress though I agree with this. The hight of the ceiling seems to hinder movement. I also think it's gonna get very boring for the ct's to have to open up that gate every round... Thanks guys. Increased the ceiling height. Here is a proper level overview as well Vaya 1 Quote
esspho Posted October 1, 2014 Report Posted October 1, 2014 This line of trees on the right seems really odd to me. You woulnd't see such thing in an industrial port I guess. Also they could not have gotten that big with such little soil to grow in - but thats just me being nit-picky Anth 1 Quote
Anth Posted October 6, 2014 Author Report Posted October 6, 2014 Added a boiler based on pro feedback leplubodeslapin 1 Quote
ElectroSheep Posted October 6, 2014 Report Posted October 6, 2014 "on pro feedback" What ? Anth and El Moroes 2 Quote
Vaya Posted October 6, 2014 Report Posted October 6, 2014 It's a joke. http://steamcommunity.com/app/730/discussions/0/864977564030461400/ Anth 1 Quote
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