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Posted (edited)

Hello! I started a new project called de_lock on october 10th. About 3 years ago, I had planned to make a 3 map L4D2 campaign with a boat thematic. It never saw the light of day unfortunately. However, I recycled two of the panic events into Bombsites.

 

 

BOMBSITE A: On the lighthouse's ground floor

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BOMBSITE B: On the boat waiting in the lock

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DAY 1:

 

 

I began a little sketch to determine where I would roughly put the bombsites. I decided to place the CT spawn next to the Lighthouse because it would facilitate the balancing act and it would be a perfect spot to have a dock where police boats would have landed. Using  the lock's reference as a starting point, I placed the lock not too far from the Lighthouse. Inside the lighthouse, I wanted to use the spiral staircase & the first window for gameplay purposes. The lower and upper lock gates would serve as paths, one for CT's and one for T's. I also wanted the terrorists to follow the shoreline so that it's a clear and obvious path to the Lighthouse. No idea what happened to the sheet of paper  :?

 

 

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I jumped straight into the editor and started to build the sketch. The first compile results:

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I was really pleased with the results. The jumps in and out of the Lighthouse proved to be fun. I just needed to find a way to connect everything together in Middle.

I took a screenshot of the top-down view to quickly fill in the remaining paths to have a better idea of what's next!

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Edited by tr0nic
Posted (edited)

DAY 2

I initially placed the Middle stairs towards CT mid. Did not make sense as Terrorists would be at a too great disadvantage as it gave full control of Mid. The curve of the shore was not favoring Terrorist either.

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Massive sniper sightlines everywhere

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Terrorist's go up ramp towards Mid or follow the shore towards Lighthouse. Stairs lead to the Lighthouse's window path or towards the ladder path into Bombsite B (by crossing the bridge)

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Middle as seen by Terrorists. CTs get to mid too quickly. I also needed to cut the sight line so that one Terrorist could not pick off CTs using the lower Gate path as a rotate path. There is too much going on in Middle.

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Terrorists must turn their back to the sniper nest if they choose to go for a Bombsite B plant. Smokes on the bridge are required for safe passage.

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Ladder is directly in front of the lighthouse's sniper nest which isn't fair for CTs in the case of a retake because sniper nest is now in terrorist's control.

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Connecting the paths gave me the opportunity to make a timing pass. A lot of things were wrong and needed to be addressed before it's too late.

I felt CT's could use a new set of stairs to get quickly into the bombsite. This give the opportunity to play agressive or passive as a CT. As a chain reaction, the path going to sniper nest became too powerful as CTs could jump into the building and pressure Terrorists in Middle from 2 different angles at the same exact time. Furthermore, the new stairs also created a new way to retake the bombsite. Trying to eliminate the Middle sightline. It's not perfect yet..

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New ramp for terrorists as well as testing some cover spots. The curve of the shore path helps Terrorists in case of an aggressive push from CTs. Terrorists still feel quite vulnerable as they can get flashed from everywhere in the shore path and pushed from behind(Mid). Needs to be addressed.

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DAY 3

 

 

 

Overview:

 

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Modifying path so that it provides more cover in case of a Bombsite A (Lighthouse) retake. Also slow a little bit CT, weakening their presence in Middle. The ct jump into building is still too strong though. CTs have a 2 second window after jumping before first Terrorist encounter.

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Beautifully crafted boat  :XD: WIP

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Edited by tr0nic
Posted (edited)

DAY 4

 

 

Overview:

 

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 Middle is now fixed! Removed the over powered sightlines in favor of a more close combat oriented mid.

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Made sure that CTs can't defend the ladder path from a strong CT mid position. Terrorists cannot see CTs rotating by the lower lock gate path either. It's a win-win.

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Moved the Lighthouse entrance. At this stage, I'm still evaluating where to place them.

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Terrorists now have more options with the new connected paths.

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Widened the bridge, testing new small sneaky path in mid so that CTs won't be tempted to push past the box. New ramp for Terrorists as well.

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The idea behind this trick jump is to force players to make a little bit of noise, in case of a CT wrap around back stab attempt.

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Edited by tr0nic
Posted (edited)

DAY 5 

New cover, new hole in the wall to help retakes from cts. Lighthouse Bombsite is too easy to defend at the moment. I will need to add more windows to get some flashbangs in. This new setup also helps players to opt for the ct spawn backdoor stairs.  

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Terrorist can take cover in the new alternate T mid path.

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Edited by tr0nic
Posted (edited)

Yes the reference is from Ottawa! I Will change the name to waterlock for now. Thanks for the suggestion. I did not work on this at all since the last post, it was a busy end of october! Hopefully, I will have something to show this week and prepare the map for a playtest.

Edited by tr0nic

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