Yims Posted June 17, 2015 Report Posted June 17, 2015 (edited) Hello Everyone!First time map maker here, I decided to make a map that has a slight influence (map layout) from dust II as well as some smaller influences from other maps..The map is called Pository (de_pository = depository, or another name for warehouse). It's in the very early stages (I just completed the layout of it, but there are still some changes I would like to add) Steam Work Shop:http://steamcommunity.com/sharedfiles/filedetails/?id=463527557 CALL OUTS (WORK IN PROGRESS) A LONG (T-SIDE VIEW; Still have to put in props and fix up some minor walls) Here is the Very Small room that can be accessed from A long or Under Cat Walk Main Entrance (View of B Site just inside the Main Large Entrance of B Site)Another View from corner near CT Side View from Catwalk (As you can see, There is a window to look at the main entrance as well as a small peek for B Site)CT View of Catwalk View of CT Spawn and Way to B site/CT Stairs View of A Site (Work in Progress; Major Change might come) Here is a view of Lounge (Left is hallway to A Long, Top right is to Catwalk, Top Middle is towards T Spawn) View of A Long and Stash Heres a View of Mid and Short from top of ShortNOTE: I will be adding in a vent near that dumpster which can access into the Catwalk HallwayA View of Underpass (Looking into B Site)As you can see the general layout is completed. While I do have this, a lot of work is still to be done.Some Comments about the maps gameplay (friends and I soft play tested it)You can smoke off main entrance of B Site behind the wall on B LongYou can smoke off A long CT side from Lounge without having to peek.These two comments are needed as this was the first thing that my friends raised concerns about, but were glad to hear that this is possibleBelow is a list of things to change/add:Insert Props (Boxes, crates, barrels as cover for both sides, furniture in Lounge)Fix lighting in some areas (pictures show some areas darker than others, need to fix this)Add Vents which can be accessed from mid near the dumpster connecting to CatFix Office (forgot to place a door that can be opened to B Site)Many walls, heights of places. All the textures on the map, some textures added in on pictures are placeholders to see the difference in levels of the wallsThanks for looking at all these. I hope to hear a lot of criticism and pointers out.Workshop Version will be available after lighting updates, and props are added in. Edited June 18, 2015 by Yims Changed Map Name & Added Steam Workshop Quote
jackophant Posted June 17, 2015 Report Posted June 17, 2015 Nice documentation.I think for development you may have overdone it on the lights. I also think you callouts are misleading. (long A is definitely shorter than "short"). You've created a lot of long angles, and I'm not sure they're going to play how you may think they will. Right now I'm looking at a massively aggressive CT sided map where they spawn so close to bombsites they can push right past them and have very long sight angles to hold with AWPs.Have you done any work on timing yet? To get an idea of conflict zones, providing you have spawns for both team, type "bot_show_battlefront 1" into console. The orange areas marked on the nav will be where team clash if they were to charge at each other. I say this because you don't have an obvious separation of which side belongs to which team.Also, regarding the name, someone else post on here a bit before you with the same name:I have suggested to both of you to change the name. It's the epitome of "default counter strike map name". Try and find a catchy abstract term that is preferably relevant to your map through theme or setting. Quote
Yims Posted June 17, 2015 Author Report Posted June 17, 2015 (edited) Nice documentation.I think for development you may have overdone it on the lights. I also think you callouts are misleading. (long A is definitely shorter than "short"). You've created a lot of long angles, and I'm not sure they're going to play how you may think they will. Right now I'm looking at a massively aggressive CT sided map where they spawn so close to bombsites they can push right past them and have very long sight angles to hold with AWPs.Have you done any work on timing yet? To get an idea of conflict zones, providing you have spawns for both team, type "bot_show_battlefront 1" into console. The orange areas marked on the nav will be where team clash if they were to charge at each other. I say this because you don't have an obvious separation of which side belongs to which team.Also, regarding the name, someone else post on here a bit before you with the same name:I have suggested to both of you to change the name. It's the epitome of "default counter strike map name". Try and find a catchy abstract term that is preferably relevant to your map through theme or setting.Thanks for the reply, I'll definitely make some changes.A couple of my friends did a run through from ct spawn and t spawn comparisons, and as you said, you were correct. CT Side was able to hold off near the middle of Hidden. AS well as a clash near the middle of "A long"(i should change this name). To fix this, I was thinking of changing CT Spawn location (below is what i'm thinking of doing) and extending B long back to near tspawn and having another entrance to go to BLong where the Letter T is currently on the overview while having the current entrance for quick access to A site.Thanks for the show_battlefront console command, this helps a lot with the timing of combat and where i envision most of it will take place.As well, the callouts were just basic callouts i placed here and there, they're not fixed or anything like that. I was originally thinking of putting the CT spawn in a room with a hallway connecting the the current ct spawn behind (exact placement would be outside the current map/above the ct spawn call out in the picture, not above as in 3rd story), Maybe ill test it out soon (todays my off day, no work can be completed since I have other plans).As for the name, thanks for the info, I was trying to think of a name, but i just stuck with a generic for now, i will in the future.I'll try to do my best updating and hope to fix up all these soon so I can get more criticism/pointers/feedback on other areas. OH and the lights, I doubled it for now for the purpose of being able to see everything clearly in the photos, im reducing it in the final product Edited June 17, 2015 by Yims Forgot to put in a reply Quote
jackophant Posted June 17, 2015 Report Posted June 17, 2015 for the lighting you can just use hovering light entities of reasonable brightness which are preferably not stark white as it's a little harsh, and you didn't need to set up all the props as well. alternatively you could just not have any ceiling for now and have the environment light shine in.stop telling me what you're going to do and just go do it check the stickied post in this forum by me, it's a resource dumping ground. One person even has a link to "Ben's realistic multiplayer design bible" which i can't recommend enough! esspho 1 Quote
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