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[WIP] de_waterway


mithhunter55

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I am excited to be learning CS:GO map making after years of playing. This is my first map creation so far, and I am seeing a lot of potential. Can't wait to get some feed back. Should be looking really great by next weekend.

I will update with some sketch and WIP work up screenshots.

http://steamcommunity.com/sharedfiles/filedetails/?id=452496432

-Mith

Edit: Formerly named de_waterSports :XD:

CURRENT SCREENSHOTS

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Edited by mithhunter55
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Here are some snapshots at my workup from sketch to bsp. I just now created the path outline diagram to get a different view of how the map has layout has evolved. Trying to keep the main routes obvious and not overly confuse with the rotation options.

001sketch.jpeg

003sketch.jpeg

2015-05-28_00003.jpg

 

2015-06-02_00027.jpg

outline_layouts.png

Edited by mithhunter55
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It's way to open in some areas IMO

​Yeah I am going to work on that tomorrow, see what I can come up with. The lobby area near CT spawn I have plans for a few things to break it up. When considering A,B, and lobby right now they are all long rectangles.

Also gathering some reference photos tomorrow. Going to get some designs for the buildings planned out. So this could inform how I should bring the range down to medium or close in some areas. Obviously giant rectangle prisms wont be any good. I want to plan out spots for smokes etc while doing a pass for cover.

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Went back to the drawing board literally for a complete rework of the routes/layout. This iteration hopefully shows a lot more promise for interesting match ups. Also more indication for the direction which I am planning to develop this map.

Edit: I haven't done the spawn to choke point timing tests yet on this version.

 

Untitled-1.png

rework.jpg

2015-06-03_00008.jpg

2015-06-04_00002.jpg

Edited by mithhunter55
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 Revision 2 excites me, really looking forward to playing it soon. Once again I didn't bother timing the main routes I'll do that tomorrow and just shift the spawns. Both CT and T are the last parts of the base layout to be experimented with. T side might spawn in a skate park.. :P.

http://imgur.com/a/DdOiT Thirteen clean screenshots of the current build.

I keep posing my WIP process just in case some one finds it interesting. I have sketched my paths in 3 different mediums so far.

minimaprev3.png

rework2.png

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  • 4 months later...

Took a 3 month break from working on the map. Went on a trip and got a lot of reference photos, 2 days later my ipod died. Frustrating and expensive, had to work on other things for the rest of the summer. I'm back with what I feel is nearly complete lay out. A few minor timing adjustments might be necessary, really need to test in 5v5 competitive soon. Hopefully this weekend after my cold passes.

Just made a quick "time-lapse" of the creation process so far. I am going to post some new screen shots later tonight. Here is a minimap time lapse as well. http://imgur.com/BFdc8p1

-Thanks for checking it out. :-D

workup-GIFs.gif

Edited by mithhunter55
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Updated the OP with new screenshots!
Doesn't look pretty yet, but in the next couple months I will be spending a lot of time developing the aesthetic. Haven't worked on a  project of this scale before. Need to learn how to properly use decals/overlays in hammer. Planning import the map in to 3ds max, and try to learn substance designer. Then take those textures and bring them in to hammer. Not sure this work flow makes sense, I would be doing everything twice. Not really sure how I would plan out texture over lays either. I guess putting the texture on plane would work.

minimapnewer.png

Edited by mithhunter55
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  • 5 months later...

Coming up to a year since I started work on this map. It has been an on and off sort of project. I want to treat it like a job this summer and get the art quality way up. Slowing down on main route layout changes. Would love to hear from any one who has time to check out the map.  (The radar is currently broken, I can never get it to line up properly unless I morph it in photoshop. :???:)

Looking for some feedback about what to do with the entry choke points.  
Currently have for A:

  1. The Locker Room door, leading to a medium room adjacent to the pool site.
  2. The lobby drop directly next to the Locker Room door.
  3. The Direct path from lobby into the pool site.

And B:

  1. The risky door closer to B site
  2. The Kitchen (has an  double door and a window)

General layout questions:
I may need to simplify/reduce the rotation possibilities, or move T spawn closer to the main lobby?

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