hgn Posted August 27, 2015 Report Posted August 27, 2015 (edited) Hello everybody, I am working on a level called de_arpegio, my second map posted to the map core community.Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=508356644It is set it a Belgian city, on top of a small river that runs through parts of the city. North of the map is more commercialized, larger and more expensive buildings. South, is heading towards a more run down, low level housing. At bombsite B, the base of church is the primary target, and as for A, i'm not sure yet.Even though the map is still in greybox stage, I would like to post it here to get a wide variety of opinions on the layout, and detailing. I aim to finish this project in the space of 2 - 4 months, thanks everyone! Here is some screenshots:I will start with the level overview, which should provide a pretty good view of how the map plays.Now here is the timings, each separated into a spoiler.T ROUTESCT ROUTES ROTATE TIMINGS And now for some screenshots located around the level.This screenshot is near CT spawn, at snipers nest. It is also the secondary connection to bombsite B, making mid control important for CT'sT Entrance to bombsite A, on the left there is a drop zone. It serves as a way to descend into the basement area without being spotted quickly like the curved stairs on the right. The area is quite exposed for CT's rushing it, forcing them to favor a rush into apartments, right of the basement.T's entrance to B, meant to be like infernos banana, furthest away from the screenshot is the entrance to the courtyard before the church grounds. Over the edges of the low walls is water, which drowns you.Ok, this is middle, but from a far older screenshot. This should show you how middle and A connect up, its a one way trip from mid, down to A, which again, makes it a must for one CT to be watching middle. It is possible to boost back out onto mid, and the jump from mid to platform is very simple in the latest version, you can walk of the edge with a USP and land on the platform. Also, on the middle bridge, there is a ramp up to the wall which will most likely be themed as debris in the final version.And now for how I am going to detail the map. Here is a collection of reference images I took in Belgium, and some basic brushwork buildings. (Some are more W.I.P(y?) then others).Some building, in the middle of the map, where the richest properties are slowly making making its way into the lower tier buildings. The church, only blocked out in very simple brushwork.Here is the reference images, some random buildings I picked from my folder.As I was saying, the lower tier, more run down area.That's all I have for now, thanks to anyone who leaves feedback on this thread! Thank you Jackophant for your feedback and advice prior to this thread release!Have a nice day -Teroust Edited August 29, 2015 by Teroust edit slavikov4, JustFredrik, Vaya and 2 others 5 Quote
Bodd Jonar Posted August 27, 2015 Report Posted August 27, 2015 (edited) There is no workshop link or am I blind? Have this been playtested? if not, do it. Would like to see how it plays, I really don't like when maps have two entrances to a bombsite that you don't have to fight for. What I mean by this is that B site on Dust2 only has one way in, but if you fight and take middle, you will get two, same on cache B site and so on (A site has two entrances yes ) Your B site maybe should connect to mid in some way for this purpose, maybe that would make mid really important for both CT and T, It should also help on balancing retakes. But it would require a playtest to answer those questions. Edit: or maybe you thought of it like this? To get two entrances into B the T's would have to take the long way and wrap around it? Something like smoking Arch on inferno and wrap around A https://gyazo.com/de996822a20e4ce822f53c3dbb059d77 Edited August 27, 2015 by Bodd Jonar Quote
hgn Posted August 27, 2015 Author Report Posted August 27, 2015 There is no workshop link or am I blind? Have this been playtested? if not, do it. Would like to see how it plays, I really don't like when maps have two entrances to a bombsite that you don't have to fight for. What I mean by this is that B site on Dust2 only has one way in, but if you fight and take middle, you will get two, same on cache B site and so on (A site has two entrances yes ) Your B site maybe should connect to mid in some way for this purpose, maybe that would make mid really important for both CT and T, It should also help on balancing retakes. But it would require a playtest to answer those questions. Edit: or maybe you thought of it like this? To get two entrances into B the T's would have to take the long way and wrap around it? Something like smoking Arch on inferno and wrap around A https://gyazo.com/de996822a20e4ce822f53c3dbb059d77Its had a small playtest to see timings etc. but nothing on the scale of 5v5 yet. After a few more changes, and a temporary clipping pass I might submit it to a mapcore playtest, do demo analysis on it for heat maps and stuff like that.I Feel like making the B entrance (the two splits) into one area, therefore one way of entry into B, shuffling the snipers nest south so that its closer to the middle of the site, so its like speedway from cache. Hopefully this opens B as a different form of strategy rather than the two almost identical ways of taking site.Thanks Bodd Jonar -Teroust Quote
hgn Posted September 14, 2015 Author Report Posted September 14, 2015 Updated to add a connector into B, CT Spawn now has better path to delay snipers. Also T spawn is pushed back even further than this overview. (2 / 3 secs worth?) JustFredrik and slavikov4 2 Quote
Andre Valera Posted October 6, 2015 Report Posted October 6, 2015 Reddish/Pink Edit: Removing extra unused space/ removing wide peek areas.Orange Edit: Removing the long hall into A, moving the connector from Mid to A closer to Spawn so that T's will have a slower rotation into B and CT's will have a slower rotation into A Blue Edit: Just an idea, but I think The stairs that lead to a sort of catwalk overlooking A is a good concept, though I think maybe emphasizing on that concept and working the catwalk into A could be interesting, though I like how 1 smoke covers all major areas so T's are usually somehow slowed downMid, if you drag the hallways at A over towards mid I would try narrowing mid down, it seems very open but a narrow mid would give less room for people to strafe and might balance the gameplay between pistols and riflesOverall Map is a lot of fun, and B site is awesome. Everything else is good and with some fine tuning this is a promising map. hgn 1 Quote
hgn Posted October 6, 2015 Author Report Posted October 6, 2015 Reddish/Pink Edit: Removing extra unused space/ removing wide peek areas.Orange Edit: Removing the long hall into A, moving the connector from Mid to A closer to Spawn so that T's will have a slower rotation into B and CT's will have a slower rotation into A Blue Edit: Just an idea, but I think The stairs that lead to a sort of catwalk overlooking A is a good concept, though I think maybe emphasizing on that concept and working the catwalk into A could be interesting, though I like how 1 smoke covers all major areas so T's are usually somehow slowed downMid, if you drag the hallways at A over towards mid I would try narrowing mid down, it seems very open but a narrow mid would give less room for people to strafe and might balance the gameplay between pistols and riflesOverall Map is a lot of fun, and B site is awesome. Everything else is good and with some fine tuning this is a promising map.Definately there is an incentive from most who played today to remove the appartments hallway thing, so that is going to be removed.I like your suggestion of extending the catwalk into A, which would also mean developing the back right of the bombsite to give Ct's a better angle to hold off T's entering from catwalk. Thanks for your feedback -Teroust Quote
jackophant Posted October 7, 2015 Report Posted October 7, 2015 It's come a long way! Shame I couldn't make the playtest. hgn 1 Quote
JustFredrik Posted October 7, 2015 Report Posted October 7, 2015 Really nice layout Teroust! A thing that I found annoying was the plank over the water from B short to mid. It was a bit too small in my opinion got stuck and was a bit scary to jump on to.But you can keep it how ever you want, I just think it should be widened a little bit to make it easier to walk on hgn 1 Quote
hgn Posted October 7, 2015 Author Report Posted October 7, 2015 Really nice layout Teroust! A thing that I found annoying was the plank over the water from B short to mid. It was a bit too small in my opinion got stuck and was a bit scary to jump on to.But you can keep it how ever you want, I just think it should be widened a little bit to make it easier to walk onI think mark c brought this up too, CT's can use it as a head glitch also, which is very hard to counter. I probably will replace it with a staircase that arcs a little bit that connects up to middle. Thanks :-) -Teroust JustFredrik 1 Quote
hgn Posted November 13, 2015 Author Report Posted November 13, 2015 Hey everyone, I know I haven't been posting much in this thread, so I feel now is a good time to share what I have been doing to the map and where I plan on going with it! Some areas of the map I have began to block in the basic detail, only areas of which I'm certain will not need change, and helps me visualize the atmosphere around the map when designing it. The layout is nearing completion anyway ^^. Ok lets start with the overview, from the last image on here a lot has changed, A site was revamped, and I think has been better accepted than the previous version which was a mess. It still needed a few tweaks and a more clear focus other than a small site as found from the playtest. The timings seemed to work fine, CT's used to be able to push right down middle and through connectors which is now pointless for both sites, as either you end up in the same place, or get there way too late. Or both!Some people mentioned the need of a default plant zone in the last playtest, which I have added. This may be over powered for holding the bomb from long, i'm not sure yet. The tree boost is also now fixed, as well as the squeaky door leading from snipers nest.And since I have not posted B here either, here is a picture of it:Random thingsConnector onto A is, well, more wiggly? Trying to combat the sight-line from T into the connector.As you can see it fixed it, just the wall on the right will extend a bit further tooAnd these stairs are less to climb, was an awkward angle to play through Once again, thanks everyone who has gotten involved in this project, it has helped me so much.-Teroust tomm, laminutederire and Logic 3 Quote
Lizard Posted November 13, 2015 Report Posted November 13, 2015 Please fix the clipping on A bombsite Quote
hgn Posted November 13, 2015 Author Report Posted November 13, 2015 Please fix the clipping on A bombsite Done, the clip brush was moved over from where I was re positioning the bombsites Lizard 1 Quote
hgn Posted November 14, 2015 Author Report Posted November 14, 2015 Sorry if this is spammy' but I wanted to share something small I made for the B-apps entry for Terrorists, I want to get the in-game result as close as I can to the real thing, so I have made a few tree backdrops and started blocking out the interiors of buildings, as I think this is something I'm going to find a challenge (I've got no references)Thanks for reading! JustFredrik, laminutederire, Smileytopin and 5 others 8 Quote
laminutederire Posted November 14, 2015 Report Posted November 14, 2015 That looks promissing, good job you could maybe try to accentuate the slight nuance of green, like it is on the reference, it would give more sense of depth maybe ! Logic and hgn 2 Quote
hgn Posted January 26, 2016 Author Report Posted January 26, 2016 Hey, its been a while. I have some screenshots of some still WIP areas of my map:I deleted most of the grey box buildings, they were getting in the way. Most of my time recently has been making these models and textures while learning my way around substance.An old car (originally the Packard OneTwenty) 5K faces, 2048x texturesHaving some trouble with Phong lighting in this one:There is some broken shadows at the top where I forgot to remove the cast shadows tag. These were all substance textured then minor details added in photoshop. Church, detail is pretty unbalanced, working on some sketches to fill the top of the bell tower and the trim areas around the roof. Bandstand went through a couple revisions before going to this formThanks for taking a look everyone , Hopefully I can get this project complete faster than what its progressing at now (I don't want to rush it either). Originally I intended the map to be finished November last year. :L-Terri Vaya, Squad, jackophant and 16 others 19 Quote
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