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de_studio [CS:GO WIP]


TheGuma

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So I've started working on idea that I had in mind yesterday, finished up the graybox in 2~ hours and now I've started doing concept work on how the map will look like.

Basically I wanted the map to be set in a filming studio, however, I'm quite lackluster when it comes to custom models so I'll try to work something out.

The theme will have snippets of many maps, such as Cobblestone or Italy as recording places and sets. There are many greenscreen backdrops around that help out visibility. The call-outs shouldn't be a problem, as you can simply say that one person is in "cobble" ETC.

If you want your map to be featured as a recording place, feel free to let me know and I'll add your map as a snippet (free advertising I guess).

 

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Many things will change, these are just concept screenshots.

Also, the bombsites were designed after aim_ and fy_ maps which makes them balanced for both sides. Also, server admins will be able to use plugins to place walls and use either of the bombsites as a seperate aim_ map.

Edited by TheGuma
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Very cool! Someone ago for some reason I can't remember I was trying to imagine a map on a set, one of those with only wooden facades…

I think this is original and very practical at the same time, like you said never better excuse for flat color backgrounds and areas that are gonna be super recognisable

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  • 2 weeks later...

Sorry if this sounds stupid, but according to your overview, the super long and straight connection between T spawn and B site is so open. An awp on CT side will instantly end all of the T's! Are there well placed doors/walls that I can't see from the overview, or is this the most obvious flaw that no one has questioned? Pics pls!

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Sorry if this sounds stupid, but according to your overview, the super long and straight connection between T spawn and B site is so open. An awp on CT side will instantly end all of the T's! Are there well placed doors/walls that I can't see from the overview, or is this the most obvious flaw that no one has questioned? Pics pls!

Yes, there are doors. If you look closely there's a shadow, on the small doorways on Long B. I don't think I have time to take a pic, but I'll let you know when I do. I'm thinking of turning the intersection on Long B where the mid meets into an either elevated or descended area with stairs. This would provide choice on whether the T's want to engange mid or not, as of right now if there is a 5 player push on Long B the CT's rushing mid can barely catch the last player by foot.

I don't want to add additional doors as I follow the principle of max. 2 doors per map, they are not the best gameplay addition and can happen to be very awkward and confusing from time to time. Mainly, the focus is on having the map simple, so I think I did an overkill with long B. As you can see mid is also a very open area, however, CT side is provided with a choice of a building and T's get a nice container inspired by the old Mirage.

 

I'll see what I can do, obviously, overview doesn't give small insights like the doorways, but now that you mention it I'll try to make it more obvious, I'll add more angles, make the map more interesting and of course tactical.

 

Thank you for noting me on this one!

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