Guest Posted July 27, 2016 Report Posted July 27, 2016 (edited) Phew, well it's done. Over a year cutting teeth learning hammer and all it's quirks, it's finally here. I ended up with something that probably won't ever be released in an operation, but I'm proud of how it turned out. Grotto is (semi) symmetrical map set in a mysterious, abandoned Black Mesa facility built deep within a cave network. The map was made alongside a modded game mode called “Arena CTF”, with a focus on fast paced "arena style" gameplay, with the attempt of turning CSGO into its own brand of arena shooter. Full description on the workshop page, if you're interested in the specifics of the game mode! http://steamcommunity.com/sharedfiles/filedetails/?id=732528059 Have fun! Edited May 28, 2017 by nikkoship Quote
hgn Posted July 28, 2016 Report Posted July 28, 2016 Me, @rosk, @Bevielis, @Mark C. and @Wrakke played for around on this for about half hour, this map is fun as hell! The map settings are spot on and a lot of great fast paced battles took place . The only thing that came up were the spawns and teleport's; if you can find a way to lock certain teams from entering the spawn buildings or have the players teleport of the spawn into the map it would be a bit better, it was fairly easy to camp in there and have stalemates where both flags were taken. Other then that it was very entertaining! (We said it was a just for fun match but it was really more then that ) Congrats on the release! Logic, Bevster and rosk 3 Quote
Guest Posted July 28, 2016 Report Posted July 28, 2016 Glad you enjoyed it, and thanks for playing! Spawn camping was something that came up during playtests, admittedly I hadn't found a solid solution to the problem. Originally I had it so the spawnroom was entirely separate from the rest of the map (and you would teleport out) but it just felt kind of clunky (especially if you wanted to play defense or snipe), although if I play around with that idea a bit more - I think it might solve the issue. Blockers and auto trigger_teleports do the job except the flag carrier could just hide behind the corner and you could never really kill him/return your flag. I was thinking about it a bit earlier this morning, like maybe there could be a "one-way" broken elevator/broken staircase leading to the "hut" so you can drop into the hut and snipe/defend but you can't go back into the spawn room and camp with the flag/grief. That way snipers can still gear up and go snipe, and rushers/offense players can just use the teleporter in spawn like they always did. Right now I'm working on a new map for the mod and testing out a "speed boost" powerup. The next large update to Grotto will probably have some fix for this issue. Quote
Squad Posted July 28, 2016 Report Posted July 28, 2016 I played a few games with bots. It was really fun My initial reaction (first few seconds only) was that it felt way to speedy, but it didn't take much time to get accustomed to it. @Terri is there a server around running grotto? Or did one of you guys hosted? Would be great to play with humans Quote
hgn Posted July 28, 2016 Report Posted July 28, 2016 33 minutes ago, Squad said: I played a few games with bots. It was really fun My initial reaction (first few seconds only) was that it felt way to speedy, but it didn't take much time to get accustomed to it. @Terri is there a server around running grotto? Or did one of you guys hosted? Would be great to play with humans Yea we had the same experience, I just hosted a private lobby with those guys, not seen a server dedicated to the gamemode or anything yet, would be nice to see one so there can be more people on a team! 1 hour ago, nikkoship said: I was thinking about it a bit earlier this morning, like maybe there could be a "one-way" broken elevator/broken staircase leading to the "hut" so you can drop into the hut and snipe/defend but you can't go back into the spawn room and camp with the flag/grief. That way snipers can still gear up and go snipe, and rushers/offense players can just use the teleporter in spawn like they always did. Right now I'm working on a new map for the mod and testing out a "speed boost" powerup. The next large update to Grotto will probably have some fix for this issue. I think that idea is definitely plausible, looking forward to an update ^^ Quote
Guest Posted August 1, 2016 Report Posted August 1, 2016 (edited) Seems that the general feedback is that it feels too fast, so possibly I'll be tuning that down in the next update as well. Working on a speed boost powerup (will possibly replace one of the mega healths) currently to compensate for it, hopefully I can get that working! Something I'm working on for the next update, setting up new playermodels for the mod! I think they fit the arena theme really well . It was actually pretty hard to get the hit-boxes working correctly. It felt like a huge victory once I finally got it working so I thought I'd share it with you guys. I'll get the prefab pack out soon so people can start mapping for the mod! I just have a lot of organization to do. Edited August 1, 2016 by nikkoship Quote
Squad Posted August 2, 2016 Report Posted August 2, 2016 Awesome player models Did you make them yourself? Not sure if they're different enough though. Seems like it would be pretty difficult to distinguish them from each other on a darker/gritty map. Quote
Guest Posted August 2, 2016 Report Posted August 2, 2016 (edited) No, they're actually from the co-op strike mode valve released. I just retextured them. I'm not sure if this test level really has the best lighting for taking screenshots, but in any case, I could probably do some more texture work - especially on the lower body to help with readability. I could possibly add a red beret on the T's model (red) and a helmet on the CT (blue) to change the silhouette a little bit. Edited August 2, 2016 by nikkoship Quote
Guest Posted November 22, 2017 Report Posted November 22, 2017 (edited) Sorry to revive a dead thread, but I just released a significant update for this map that was rotting away on my computer! I'm working on some new custom game-mode stuff for csgo so I thought it would be a healthy exercise to revisit this and finally finish my update. It does many things, all trying to hopefully make the map feel more polished. Mainly I replaced the old game-mode scripts with much better ones, lowered movement speed so you don't feel nauseous and tried to clean up the design of the various pickups on the map. I also put alot of effort into trying to "update" the visuals, however it's still a map I started around 2 years ago... so it will probably always look a little amateur compared to some of the recent releases (looking at you de_grind). Here it is: http://steamcommunity.com/sharedfiles/filedetails/?id=732528059 Here are some screens of the revamp: Anways, I hope you all get a chance to check it out! Many hours went into this, more than I care to admit. Hopefully this is the last time I press F9 for this one. Cookies to whoever finds hurg first Edited November 22, 2017 by nikkoship Quote
braindeer Posted December 6, 2017 Report Posted December 6, 2017 On 28/07/2016 at 1:43 PM, nikkoship said: Glad you enjoyed it, and thanks for playing! Spawn camping was something that came up during playtests, admittedly I hadn't found a solid solution to the problem. Originally I had it so the spawnroom was entirely separate from the rest of the map (and you would teleport out) but it just felt kind of clunky (especially if you wanted to play defense or snipe), although if I play around with that idea a bit more - I think it might solve the issue. Blockers and auto trigger_teleports do the job except the flag carrier could just hide behind the corner and you could never really kill him/return your flag. I was thinking about it a bit earlier this morning, like maybe there could be a "one-way" broken elevator/broken staircase leading to the "hut" so you can drop into the hut and snipe/defend but you can't go back into the spawn room and camp with the flag/grief. That way snipers can still gear up and go snipe, and rushers/offense players can just use the teleporter in spawn like they always did. Right now I'm working on a new map for the mod and testing out a "speed boost" powerup. The next large update to Grotto will probably have some fix for this issue. See day of defeat source for solutions, generally they use one way drops as they flow well. Rad and Squad 2 Quote
Guest Posted December 7, 2017 Report Posted December 7, 2017 (edited) On 12/6/2017 at 12:51 AM, braindeer said: See day of defeat source for solutions, generally they use one way drops as they flow well. Yeah, the newest version uses one way drops for the spawns. It's just a drop down room similar to cobblestone, no team specific triggers or anything. Super simple - but it works. When playtesting I got rekt when trying to camp the other team's spawn Edited December 7, 2017 by nikkoship Quote
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