Freaky_Banana Posted September 15, 2015 Report Posted September 15, 2015 (edited) ALL IMAGES FROM THIS THREAD FROM NOW ON ARE TO BE FOUND AT THIS IMGUR LINK: https://imgur.com/gallery/wlIyh1A Heyho guys, I worked on this map for a while now and am confident enough to put this out there. As a firsttime map, I don't see it as even close to really good, but that is also one reason why I threw it out here. I wan't to collect as much feedback as possible, so I can make the layout better, before detailing all too much of the map and just being angry about having to delete whole finished ares for gameplay's sake. so now, let's get to it: http://steamcommunity.com/sharedfiles/filedetails/?id=518398249 Cheers, enjoy the map! PS: A bit of story, to why the Terrorists want to blow up this german surveillance facility. After all the scandals surrounding governments spying on their own population, these freelance Terrorists have decided to do good to the privacy of everyone and blow up either the technical support required for a surveillance satelite (bombsite B), or the local servers which store the gathered information for a short while and which are absolutely crucial to keep the facility running (bombsite A). Now using the very same technology which it is the aim of the Terrorists to destroy, the Government has overheard a phonecall of the culprits, talking about their plans and you, as a loyal to the state policeman are sent out to defend the facility. Which side are you going to choose ? Edited July 27, 2020 by Freaky_Banana new CT Spawn and lighting Quote
Vaya Posted September 16, 2015 Report Posted September 16, 2015 Get a Light_enviroment in your map for the outside area. you can copy from an existing map's VMF until you learn how to tweak the values. Quote
Freaky_Banana Posted September 16, 2015 Author Report Posted September 16, 2015 (edited) I already use a light_environment, but I did not quite figure out yet, which angle I could use to maximise the amount of outside space which is lit up, whilst still having light shine in through the headlights of CT Spawn. Also I am no good at fixing the brightness as of yet ^^ ... Have you got any suggestions, which map's light_environment I should use ? I am going for a clean, white, modern look on the inside of the buildings, while having a dirty and rough white texture on the walls outside. something like this: Edited July 27, 2020 by Freaky_Banana Quote
Vaya Posted September 16, 2015 Report Posted September 16, 2015 https://developer.valvesoftware.com/wiki/Counter-Strike:_Global_Offensive_Sky_List sky_cs15_daylight01_hdr use settings for de_safehouse The above works well as a starting point. Quote
jackophant Posted September 16, 2015 Report Posted September 16, 2015 You've set your sun angle to be really low:0 is horizontal light and casts loooooong shadows90 is straight down and very short shadows.What references are you using? You mention German surveillance facility, but I'm seeing a fountain and tiled roofs of the castle kind.That texture you've posted is also quite noisy and your walls will look super lumpy. I'd maybe suggest something like this: Quote
Freaky_Banana Posted September 16, 2015 Author Report Posted September 16, 2015 You've set your sun angle to be really low:0 is horizontal light and casts loooooong shadows90 is straight down and very short shadows.What references are you using? You mention German surveillance facility, but I'm seeing a fountain and tiled roofs of the castle kind.That texture you've posted is also quite noisy and your walls will look super lumpy. I'd maybe suggest something like this:up to now there is no reference. Everything is entirely from my imagination. Also I want to change CT Spawn asap, to delete the huge sightline almost all the way from A to B. I was thinking of a sort of lobby area with a reception desk with a huge wall behind it. I am going to post a bsp of the new CT Spawn here soon, but I only have access to a PC with the actual game and the possibility of playtesting on weekends, which slows down the process considerably...On the two design tips: 1. Thanks a lot jackophant, 2. I was only a bit lazy: I simply wanted to show, that the roofs are roofs, whilst not tearing up the graphic style of the greybox completely. I just googled the texture as a quick example, I was thinking about actually using it though, so thanks for sending a better one. I am not as experienced at this stuff as you guys are, so I am really greatful that you help me out . Quote
Freaky_Banana Posted September 19, 2015 Author Report Posted September 19, 2015 small bump. I have added in the new lighting suggested by Vaya (thanks! It looks way better now .) I have also worked on the A to mid connector and above all the CT Spawn. It has a completely new design, made for better gameplay and nicer visuals . screenshots were edited into the first post, and are otherwise to be found in better quality on the workshop page .Cheers! Vaya 1 Quote
Freaky_Banana Posted September 27, 2015 Author Report Posted September 27, 2015 (edited) Ok guys, time for an update with the playtest coming up: I have done several fixes to the map, including: Adding in a big box in mid for balanceing the area, creating a larger lobby-like room in front of A on T side, making the ceilings higher in B Site. Furthermore I have changed the timings a little bit, so that CTs and Ts arrive at their positions in mid at around the same time. Here is a full list of the timings: Spoiler TSpawn --> mid: 5 seconds (6 scoped) TSpawn --> mid balcony: 6 seconds (7 scoped) TSpawn --> entering BStairs through mid: 10 seconds TSpawn --> B-site (through mid): 15 seconds TSpawn --> B long: 10 seconds TSpawn --> B-site through long: 12/13 seconds TSpawn --> A long hall: 10 seconds TSpawn --> A-site (through mid): 11 seconds TSpawn --> A-site (through halls): 12/13 seconds TSpawn --> A-site (through long A): 14/15 seconds CTSpawn --> lower mid ramp: 5 seconds (6 scoped) CTSpawn --> lower mid boxes: 5 seconds (6 scoped) CTSpawn --> lower B-site box: 7 seconds CTSpawn --> B long: 8 seconds CTSpawn --> B midstairs exit: 11 seconds (12 scoped) CTSpawn --> A main: 9/10 seconds CTSpawn --> A mid connector exit: 11 seconds (12 scoped) CTSpawn --> A long: 10 (11 scoped) Rotation through CT Spawn: 12 seconds Rotation through mid: 12 seconds Ok I edited everything in ! So for now I am just looking forward to seeing you later for the playtest ! Cheers! Edited July 27, 2020 by Freaky_Banana Tyker 1 Quote
spaly Posted September 28, 2015 Report Posted September 28, 2015 looks really nice, it kinda reminds me of a other map called de_neutron which is also set in some german facility Looking forward to updates Quote
Freaky_Banana Posted October 3, 2015 Author Report Posted October 3, 2015 (edited) Ok guys, update time ! So after the playtest I have now rebuilt parts of the map to be like feedback suggested. I have created an entirely new area around balcony, to make mid less T sided; I have widened and lenghtened B and adding in new spots; The big block was taken out of middle and a new path for rotations into security from CT Spawn was created; The cover in the centre of A site was deleted. I also added in a new way into the tunnels infront of B from the new area where balcony was to make takes easier by opening up more entrances. Now without further ado: screenshots of the new areas . Edited July 27, 2020 by Freaky_Banana Quote
Freaky_Banana Posted October 24, 2015 Author Report Posted October 24, 2015 (edited) Ok guys, update time ! I have worked on the map sporadically over the past few weeks, trying to texture some stuff (very little) and optimize gameplay. The most significant changes are noted here: - I added extra walls in mid (look at the screenshots) and adjusted the timings of the T's arrival --> CTs will be everywhere on the map about one and a half or two seconds earlier than Ts will (except for A Long and mid which they both reach at 10 for A Long or 7 to 8 seconds for mid) - I made the jump onto the boxes easier in mid and lowered mid's floorlevel a little - You can now just walk up onto upper mid from ontop of the boxes instead of having to jump - I removed the long stretched boxes in the big connector room between CT Spawn and B I have (which I am sure many of you will appreciate) started adding in entity-models and doing some proper lighting (that actually has a source! -->lamps ) But now: Screenshots ! Edited July 27, 2020 by Freaky_Banana Quote
Freaky_Banana Posted November 19, 2015 Author Report Posted November 19, 2015 Heyho guys, some new hot updates rolling in. I finally came to doing some of the texturing I had wanted to do. Unfortunately I can only upload the updated version with an overview on saturday, since my screen capturing doesn't work on the laptop when in fullscreenmode. So for now, you will have to see the changes from editor views: Feedback is superappreciated :3 .PS: Sorry I just couldn't hold this back until saturday, I am too hyped for having made progress ! Quotingmc and Logic 2 Quote
clankill3r Posted November 22, 2015 Report Posted November 22, 2015 You also don't have almost no contrast in the hammer editor. Don't you hate that? Quote
ashton93 Posted November 22, 2015 Report Posted November 22, 2015 You also don't have almost no contrast in the hammer editor. Don't you hate that?If I remember correctly shaded 3D preview in CSGO Hammer is broken, nothing will render if you turn it on Quote
Freaky_Banana Posted November 22, 2015 Author Report Posted November 22, 2015 (edited) ok guys, sorry to have left you waiting yesterday, there was an unexpected and yet important demonstration to get to . But now here are the promised screenshots. Cheers! Edited July 27, 2020 by Freaky_Banana Quote
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