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Posted

Radar

A work in progress map set somewhere in Europe where the terrorists are trying to bomb one of two radar dishes. The idea is that they are under repair or construction, so the bomb sites are on the ground.

 

Gameplay:

Map is a standard 3-lane layout: A site, mid, and B site. There are 2 routes to mid on the T side; 1 window for CTs and 2 connecting routes from mid to the sites. B site consists of 1 route into B for Ts, and CTs have 2 doorways to retake the site. A site consists of 1 main route and 1 squeaky door for for Ts; CTs retake from either running around mid to flank, through the mid connector tent, or running all the way through CT spawn. Mid is important on this map because it has access to both sites and makes it much more difficult for CTs to rotate into A.

From playtests, this map has played out very similarly to Cache in that mid control is important. A lot of walls are spammable, like, A LOT; we personally really like it but it's mostly due to the fact that mid and A are touching each other. 

 

Delivery:

Workshop submission: http://steamcommunity.com/sharedfiles/filedetails/?id=489468275

We've gone through probably 70+ versions in terms of gameplay. Layout is pretty much complete, but visuals are not even close. We haven't created a single custom texture or custom prop yet.

 

Pictures:

Imgur album link: http://imgur.com/a/Vdy6O

ddNtp1P.jpg

rMbiROk.jpg

This post is gonna get too long if I link every picture, so here is the Imgur link. http://imgur.com/a/Vdy6O

Off topic: our 3rd guy is at the beach, and so hasn't accepted the contributor credit on this new workshop submission.

Posted (edited)

Withdrawn From Competition, not finished.

Update to the map mostly consisting of exterior of the map in the non-playable area. Still lacking in a lot of detail. Now that geometry is essentially complete, we're gonna start work on custom textures and custom models.

 

Edit: Also, completely aware that it is optimized like garbage right now. Going to "refactor" whole sections.

I would like some tips on how to make foliage specifically for the skybox fields to make them not seem so horribly empty.

 

A site:

XZydBm9.jpg

 

vuPiVqY.jpg

grQqcqz.jpg 

Main choke point(s) into A:

HqKAFSu.jpg

T side of A:

DjBXsET.jpg

T spawn:

k9hIrV4.jpg

yRsniTd.jpg

 

T route to B:

TOMhPX6.jpg

 

NIOmGEF.jpg

uWrKgBn.jpg

 

CT Spawn:

17FhyMq.jpg

 

CT side of B:

fxoJaNz.jpg

UxeGVaW.jpg

 

Mid:

PayE5Fd.jpg

Na1ULmS.jpg

 

Mid squeaky door, known as Cancer: (no indication of that yet)

zCwQa0c.jpg
 

Connector A Tent (upper):

OztqZHf.jpg

 

Connector A Tent (lower):

OTUgTir.jpg

 

 

Mid Connector to B:

0aSmAHR.jpg

TtkJtjD.jpg 

lj7pwQH.jpg

3PtvxJp.jpg

Withdrawn from competition, not finished.

Edited by duetosideeffects
Withdrawing from competition

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