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Posted

Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=395902210

Hours so far: 25

 

This is my first take on a demolition map, having enjoyed hours upon hours of excellent fun with Bank, Lake, Safehouse and St. Marc. I especially enjoyed Bank and St. Marc as deathmatch maps, mostly because they're so small, it's such as fast game. So, when I started playing with hammer close to two years ago, I envisaged grand maps, great maps, the ability to port perfectly, from one game to another, and then I tried. And I failed. I came to realise that I sucked pretty bad, I couldn't get the units to match up for the life of me, stuff was in the wrong spot and so forth. I ended up completing the initial layout for the first map that I worked on, a 2 site defuse map, but just couldn't figure out how to make it better.

 

So I set out detailing and having a bit of fun, trying to be artistic. I was satisfied with my endeavours but it never really worked in the context of the map that I was playing. Anyone who play tested it with me was really impressed with the detailed areas, but i just couldn't get my head around how to make it work in the map. There are screenshots in my gallery, but here are two I took today: screen 1screen 2.

 

Anyway, I gave up on the project for the time being and set about creating a couple of aim maps, get a bit of confidence to revisit, only I never did, and each time I try to get back to it, I just can't figure it out. Recently I went back in to start it up again, but found that some of the brush work was bad and pretty much had to start over again. It was a little disappointing to do that, and I think I'll take a different approach next time, using props instead of brushes for the more complex brushes.

 

Then I had a brain wave for 3 demolition maps and the only one I could remember (this was right before I fell asleep mind you) was a subway themed map with three levels. So I got started looking through the workshop to see what other people had created, names that were available and if anything was similar. I didn't spend days or weeks looking, just a few hours, and I didn't find anything taken. But I remembered having played cs_downtown and really enjoying the city look and it did inspire me a bit. I was able to look at the brushwork and some of it was amazing, and the way that it had been done - I didn't even know it was possible, and it was just so basic (using displacement meshes instead of models). I had a rough model in my head based on what works at the moment, drew it down, wrote a few notes and set about building it.

 

First dozen or so hours produced a working layout; 1 large building sort of detailed, enough to look like a building, a barely detailed with ugly ugly textures metro station and a subway platform without trains.

 

The next updates were creating my own road textures and applying them, taking inspiration from NY Times Square for the road layout and how it merges, as well as the subway station entrances. Properly boxing in the map as well improved performance out of sight and the terrorists didn't stand at spawn anymore like befuddled buffoons, sipping martinis until you shot at them.

 

I'm happy with how it's progressing and I've started roping my friends into playtesting with some positive feedback so far.

 

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Posted

Fortunately I can add in more props to block view, such as trucks and additional buses. What I want to do is add props and brushes to the median strip, blocking a lot of the view. The spawns are reasonably close to the metro entrances, so a quick rush (eg. Nuke vents) for either team will get you into the station. T spawn will be moved further back so as to balance game play a bit because at the moment it's T sided.

Posted (edited)

Wonder if anyone has heard of the National Gallery of Victoria? That's going to be one of my corner buildings. It's a pretty nice building in Melbourne, if anyone ever visits Melbourne, they should check it out. It's near the art centre and about 1km from Federation Square (another arts hub).

 

Arts2.JPGnational-gallery-of-victoria.jpgMelb_NGV.jpg

Edited by kermy
Posted

Oh boy.

Here's a pile of my suggestions that should help you out.

• Map is way too open.

Add bridges or arcs that would separate key gameplay areas. 

Imagine dust2 without arcs - It would be a lot different I bet!

I also suggest you use different ground elevations, trims and textures. Don't just leave it like one texture, it'll look dull and repetitive.

From the first look it seems like the decals are repetitive and stretched - You don't wan't stretched textures, they look ugly.

Lastly, add windows and entrances to the buildings - Make them look real. Use some custom textures for advertisement billboards, add wires to the lamps and poles.

 

I suggest you replace the Aztec props from the fountain - They don't fit at all.

Replace them with something different and more interesting. You can use brushwork or displacements for that too!

The map in general feels very repetitive. For example the trees, they are all the same height and same rotation. Are they plastic trees? Fake trees?

You wan't to use different models or simply rotate each tree uniquely and move it slightly up or down for variation.

Lighting needs some work too - The buildings in the sky texture and the sky itself are blue-ish but your map environment is red.

Try to have balance. It's those little things!

Also, it looks like you are trying to do American style architecture but have German (Overpass) props. The bus-stop prop has things written in German and the TIK BANK is obviously from De_Overpass :P

If you set a theme you should go mainly for that look.

Either American location with American architecture/props or location in Germany with German styled architecture/props.

 

Inconsistency and repetitiveness - Work on those.

If you are working with more open-scale buildings you are going to need to add more detail than that!

Posted (edited)

Thanks for the feedback! It's still a work in progress with about 40~ hours work of work so far.

 

Add bridges or arcs that would separate key gameplay areas. 

This is already something I've planned and have been collecting reference images to use

 

I also suggest you use different ground elevations, trims and textures. Don't just leave it like one texture, it'll look dull and repetitive.

This is just grey boxing stage with some textures in to break up the content. The final version won't resemble this version. There will be elevation added just after the intersection as well as footpath elevation.

 

From the first look it seems like the decals are repetitive and stretched - You don't wan't stretched textures, they look ugly.

Just temporary crappy textures for the time being

 

Lastly, add windows and entrances to the buildings - Make them look real. Use some custom textures for advertisement billboards, add wires to the lamps and poles.

Indeed, its definitely on the to-do list :)

 

I suggest you replace the Aztec props from the fountain - They don't fit at all.

I have to create a model that's going to be the water feature, they're just in there for the time being to break it up

 

The map in general feels very repetitive. For example the trees, they are all the same height and same rotation. Are they plastic trees? Fake trees?

Placeholder, better than solid grey blocks :)

 

You wan't to use different models or simply rotate each tree uniquely and move it slightly up or down for variation.

I'd like to use different trees, if I can find some models already created for hammer, or skinned trees, I'll do that, otherwise I'll just use what's there. But the street will be different

 

Lighting needs some work too - The buildings in the sky texture and the sky itself are blue-ish but your map environment is red.

Absolutely, I copied it from another map I worked on which was a desert theme, internal lighting will be completely changed when I detail to resemble natural tones

 

Try to have balance. It's those little things!

Also, it looks like you are trying to do American style architecture but have German (Overpass) props. The bus-stop prop has things written in German and the TIK BANK is obviously from De_Overpass :P

I need to make models for the building, it's based on a building in Melbourne, so I just whacked a couple of placeholder props in

 

If you are working with more open-scale buildings you are going to need to add more detail than that!

Absolutely! I'm still researching what kind of buildings will fit and how to do it

 

 

It isn't themed or detailed yet, but the feedback is valid. This is still in the greyboxing stage with some minor texturing to break up the different elements of the map. I had already planned to create a non-traversable foot bridge, as well as billboard advertising.

 

As for its openess, if it's a dual lane road, there really isn't enough room for the metro station unless its orientation is changed, which is doable. It seems to work quite well when it's played in demolition format and the battles inside the station and subway are quite intense. I need to adjust the height in the station section though.

How do you feel it played? Did you feel dirty playing it, upset at certain features, or was it satisfying and fun? Against bots it's not so good, but against people I've had a blast.

 

I created a to-do list on the steam workshop when I first published the map, it's got most of what you mentioned in there:

http://steamcommunity.com/workshop/filedetails/discussion/395902210/617328415061403077/

Edited by unremarkable player
  • 2 weeks later...
Posted

I really suggest using the main building and all, but have like a subway entrance on the side. There are already subway entrances but they look boring and out of place. Maybe you could add a station above with ticket booths that sections off the upper playing area?

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