NeoNautica Posted January 16, 2015 Report Posted January 16, 2015 (edited) Been a while since I've worked on a personal project and decided to go with a CS:GO map. Its the complete opposite of what I've been doing at work and figured it would be refreshing change of pace (so far it has!). It is also my first source map that isn't a test gym, so I've got a lot to learn as the map progresses. Location: Hotel/Casino located in a Las Vegas-ish area. Main inspiration is the Aria and will be going with a modern look to the architcture and furnishings. Backstory: Terrorists attempted to pull off a hiest at a casino, but failed and took hostages when the police arrived on the scene. Current Status: Finished the inital block out stage and will be refining the spaces. Additional Notes: - It takes each team about 12-14 seconds to reach the right and left choke points (favoring the terrorists by 1-2 seconds) - Center choke point is a one way drop from a vent which takes CT's roughly 30 seconds from spawn to falling into the office area. - Arrows denote stairs on the overview shot - All of the glass is breakable and the doors are usable adding more mayhem in the office area - "Nzuri" is swahili for "beautiful" - Ceilings will be added in the near future Edited January 16, 2015 by NeoNautica kinggambit, Squeebo and ⌐■_■ 3 Quote
NeoNautica Posted January 16, 2015 Author Report Posted January 16, 2015 Just learned how to get the map on the workshop: cs_nzuri Steam Workshop Page Quote
Squeebo Posted January 17, 2015 Report Posted January 17, 2015 Looks like a cool blockout, man, would love to help playtest! Quote
NeoNautica Posted January 23, 2015 Author Report Posted January 23, 2015 (edited) I'll definitely schedule a playtest when the map is in a less exploitable state. Update for the week: Been experimenting with the look and feel of the office area. Just brush work and adding custom materials at the moment while planning out custom prop needs. The break room has the biggest changes layout wise, but it hasn't affected the timings of choke points. Office and security room haven't been touched yet. I made a pass at the atrium, but dislike it and will not be showing it until a better version is made. Edited January 23, 2016 by NeoNautica Fix thumbnail Parkcityfan and Deh0lise 2 Quote
NeoNautica Posted January 29, 2015 Author Report Posted January 29, 2015 (edited) TheGuma - I checked out de_nightfever_beta on the workshop and feel it's quite a bit different from what I'm aiming to achieve with this map. Update for the week: Fleshed out the office, security room, and hotel atrium to get a better look/feel for these areas. No significant layout changes to these rooms, but I've been optimizing the brushes and changed some elements to instances to make it easier to work with the map as it grows in complexity. The Workshop Page has been updated with a new version of the map. Edited January 23, 2016 by NeoNautica Fixed the thumbnail Quote
Gooby Posted February 2, 2015 Report Posted February 2, 2015 What's up with that black and white floor texture? Is it just a place holder? Quote
Spherix Posted February 2, 2015 Report Posted February 2, 2015 indb4 replacing the taser with a barcode scanner Quote
NeoNautica Posted February 3, 2015 Author Report Posted February 3, 2015 @Gooby - Its based off some reference I found, but I made the lines a bit too thin after scaling down the texture. It will be adjusted or replaced on the next pass of that area Quote
NeoNautica Posted February 13, 2015 Author Report Posted February 13, 2015 (edited) Updates: The Restaurant/Bar has its first pass complete although it’s a bit too brown for my taste at the moment. The casino is in progress and has some significant changes to make combat more interesting. The high limits area is now a diamond shape while the stairs on the CT side have been given a similar treatment to create a more memorable chokepoint. This also fixed a sightline from the CT side that could see the T entrance which will (hopefully) encourage more combat within the casino. Materials for this area are incomplete! I’m starting to toy around with ideas for the CT spawn area while figuring out the next steps for the main lobby and supporting hallways. Additional Notes:I've been moved to a new project at work which has pushed all dev time for the map to home (which will be slower). I'll just have to make more bite sized goals! Edited January 23, 2016 by NeoNautica kinggambit 1 Quote
kinggambit Posted February 13, 2015 Report Posted February 13, 2015 (edited) I'm curious, where are the rescue zone(s) located? Edited February 13, 2015 by kinggambit Quote
NeoNautica Posted February 13, 2015 Author Report Posted February 13, 2015 @kinggambit - The rescue zones will be outside in the porte-conchere area. The exact placement and size is yet to be finalized due to the area being incomplete. Quote
Ahoy Posted February 13, 2015 Report Posted February 13, 2015 The large open area looks amazing, I had a jaw dropping moment when I walked into it. Quote
NeoNautica Posted February 20, 2015 Author Report Posted February 20, 2015 (edited) Updates:Reworked the port-conchere area completely adding in a fountain, awning, more pronouced entrance, etc. Paired with the hotel towers that will be placed in the skybox it should make for an impressive first impression for spawning CTs. Gutted and rebuilt the lobby within the same footprint. Pushed back and reduced the number of pillars to open up the space. The front desk will get some more love when I texture the area. Next Steps:Working on the hallways flanking the lobby and then completing the initial texture pass for the map brushes. Additional Notes:The port-conchere awning will become a static mesh due to brush precision not being high enough for the shape I want. It ends up looking cracked on the curved sections even after snapping all the verts Edit:Updated the steam workshop with the latest version of the map! Edited January 23, 2016 by NeoNautica Fixed the thumbnail Quote
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