bawwwcas Posted February 17, 2015 Report Posted February 17, 2015 (edited) Hello Mapcore! First time attempting to develop a map for CS:GO, so I thought I'd start from 2D first since I'm comfortable with that. I'm attempting to spend the night hours working on this (currently in crunch at my studio >.<) since I really want to complete a map from start to finish. I plan to fill out the bomb sites within the next day or so, and that'll probably be a separate image to capture the placement of all the objects and such. I also plan on doing a line of sight test on all the corners to ensure the map is mostly fair and also allows for optimization during the mapping process. To explain a bit of the colors: Red = Notable Higher Ground Blue = Notable Lower Ground (Usually underground, think Underpass in Mirage) I'm very open to critique and would love to talk more (and hopefully show more). Have a great night everyone! Edited February 17, 2015 by bawwwcas Squad 1 Quote
aeRoBYKER Posted February 17, 2015 Report Posted February 17, 2015 This is very vague, but I like how you used references/inspiration to show your ideas for each area. I'm looking forward to seeing how this map looks in a block stage. Quote
jackophant Posted February 17, 2015 Report Posted February 17, 2015 It's nice to see the theme plan, but I'm struggling to picture it. I look forward to the greybox Quote
bawwwcas Posted February 18, 2015 Author Report Posted February 18, 2015 Hello everyone, I updated the layout a bit to flesh out more of the design and general placement of things. I think after a few more passes I'll be moving onto creating it in the engine...hopefully this weekend? Good night Mapcore Quote
Vaya Posted February 18, 2015 Report Posted February 18, 2015 (edited) I would review the line of sight that goes right through t spawn. Seems a bit large. Edited February 18, 2015 by Vaya jackophant 1 Quote
aeRoBYKER Posted February 18, 2015 Report Posted February 18, 2015 In your upcoming revisions, you might want to think about doing something with those long, narrow passages. Other than that, looks good. Interested to see how elevation plays out in this map. Quote
jackophant Posted February 18, 2015 Report Posted February 18, 2015 I agree with vaya that is a pretty huge sight line, even with boxes and things to block line of sight, it would be pretty hard on optimisation. tbh, I think you've done more than enough planning. You now need to block it out in hammer because you can draw all day but it's not going to prepare you for how it works in 3D space. Quote
bawwwcas Posted February 18, 2015 Author Report Posted February 18, 2015 Thanks for the feedback guys! @Vaya + aeRoBYKER You guys are right, I'll revise that once I get home. I also noticed the huge LoS from the CT Guard Tower (red box near CT Spawn) to the hallway leading to the left through the window. The sniper can basically see that whole hallway and still stay in cover. @jackophant While you are right about not truly knowing what it will feel like in 3D space, I have been able to avoid a couple errors just by drawing and visualizing what the area is going to be like. It only took me a couple hours last night to see these things rather than spending the large amount of time building it in 3D and then realizing it doesn't work. I think some people prefer to do it in 3D first because they're more efficient that way, and others prefer to do it in 2D for the same reason. On that same note, I will definitely be moving into Hammer within the next day or so. I'd just like to get all of the really big design issues out of the way before spending a major amount of time in the engine. Quote
Deh0lise Posted February 18, 2015 Report Posted February 18, 2015 Oh man, I'm doing a prison too! my layout is quite different, though I'm using alcatraz's yard reference too (heavily modified). Mine is kinda strange right now, so I don't think we will overlap much In general lines the layout looks ok (besides lines of sight that seem off in some spots), but I'm not sure how your underground paths are connected based solely on the drawn layout. Quote
bawwwcas Posted February 18, 2015 Author Report Posted February 18, 2015 Haha awesome Deh0lise! Yea I used a combination of Alcatraz, ADX Florence, and then some other references tied into the structural layout for some ideas. I think you're right about the underground path, it's missing a set of stairs going up to middle. I think once I get it in 3D it'll become more clear where it's situated. Deh0lise 1 Quote
bawwwcas Posted February 24, 2015 Author Report Posted February 24, 2015 Hey guys sorry I haven't updated in awhile, but recently I've found out that the CS:GO team is looking for new maps to feature for the new operation coming out. After reading their guidelines and advice, I decided to rethink my approach in both theme and map style. The prison theme felt like it wouldn't stand out enough from the other maps, so I ended using Chiang Mai as a reference point for my new map. I've borrowed a few concepts from the prison map, and I created a few new ideas that hopefully will play well. Tomorrow I'll begin greyboxing, and have it done by Wednesday. See you all then Quote
Vaya Posted February 24, 2015 Report Posted February 24, 2015 you won't be ready for this operation...Aim for the next one (or even the one after that) bawwwcas 1 Quote
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