Kobinsubim Posted May 24, 2017 Report Posted May 24, 2017 (edited) [Edit: Workshop version with new radar online! Ready for playtesting! New pictures in the workshop. Check out http://steamcommunity.com/sharedfiles/filedetails/?id=932651001] Ladies and Gentlemen, what a perfect moment to finally post the first pictures of my map de_barrio! First some important things: "de_barrio" is a wip-name and not final nor neccesarily the theme. This is my first map, but i already spent a lot of time on it. Actually this is my first Post on Mapcore or even csmapmakers in general. So hello, nice to meet you! I'm Kobinsubim aka Mars from Germany Although you will see some Textures and (surely misplaced) Props: This map is at an advanced Greybox-stage in the creation process!! A lot of things are still missing such as: Optimisation (hint and area portals), Cubemaps, Radar Update (edit: done), and so on. I added some textures for several reasons: My mates didnt want to stare at orange, white, and grey everywhere because: I was no experienced map creator when i started and the Greybox looked like shit. It would still do so because the brush-geometry is not very detailed, in fact a clear theme is missing yet and i was just experimenting and focusing on gameplay and layout, as well as learing the software . Places get recognizable more easy and i can already checkout some textures and get ideas for places. I tested my map solo a lot, watched tutorials and reworked kinda everything at least once already, focusing on timing, angles and gameplay. Now regarding the layout, im pretty confident it would work and would be fun. BUT: I only did 2 5v5 playtests with mates, and a lot of tiny 1v1s or 2v2s with some of my best mates for certain areas. I Recieved a lot of positive feedback which makes me wanna finish this map. The map was never published on the workshop or any public website before. This was the next step anyway perfect timing for the contest I will try to playtest the hell out of my level in the next weeks to make people come up with all the tiny brilliant layout changes i would not have seen coming. Afterwards i will try to make realistic structural elemtents to create the scenary. tl/dr: Textured Greybox (dafuq)! Layout Playtesting! No Feedback on theme necessary, far from final Also i am (kinda) looking for a experienced and motivated teammate, who enjoys the layout a lot and wants to help me with all the details, because im slow af sometimes in hammer, since its my first map. I Have no experience with custom textures and custom props for hammer. Overview with Middle (T's start a bit further to the right than shown) Overview Underground Its a pretty standard 3 lane Layout but with a multilevel element: Middle is overlapping with T's "Underground" route to B. The 3 Chokepoints are Middle, Underground at the little Stair, and the Door at A. More Pictures: Spoiler A Site, looking at "Monster" (under the bridge) and CT-Entrences on the "Bridge" and CT-"Ramp" T side of "A-Main" (no, you cant jump on the roof/plant/crates) T "Village" looking at "Boost" and "A-Main" and "Cafe" "Bridge" and "Window" Middle "Sandbags"looking at CT-Entrences "Castle", "Connector" (A) and "Window" B Spot, looking at "T-Main" (lower), "Rapunzel" (drop) and "Finger" (right up) - "Vents" connect "Finger" and "ABC" Underground looking at the ramp leading to T-Spawn, choke point at the stairs, leading to "Ventroom / Finger" and "B-Main" "Rapunzel" looking at "Castle" and "ABC" T "Village" looking at "Boost" and the good ol' "Stairs" T Spawn at the trashboxes CT-Spawn This is all i got at the Moment. The last version with radar etc ready for playtesting is outdated. An updated Version, ready for playtest, will be added to the workshop by next week hopefuly. Thanks for reading and watching if you made it here, i appreciate any kind of feedback Edited May 26, 2017 by Kobinsubim Quote
Kobinsubim Posted May 25, 2017 Author Report Posted May 25, 2017 Update!! I'm in a big hurry but i managed to set up a Playtestversion of the map! de_barrio is now published on the workshop! Visit http://steamcommunity.com/sharedfiles/filedetails/?id=932651001 and tell me, what you think Quote
noobgames Posted May 25, 2017 Report Posted May 25, 2017 Looks very promising, especially for a first map! Quote
Kobinsubim Posted May 26, 2017 Author Report Posted May 26, 2017 Thanks a lot have you tried it ingame? Quote
Kobinsubim Posted May 26, 2017 Author Report Posted May 26, 2017 Ok guys. Sh*t is gettin' real: Next playtest is settled for Wednesday 31st 19:00 / 7pm middleeuropean summertime UTC +02:00 on my mates private server. If you want to participate please contact me with your steam id, playing experience (rank/faceitrank/hours/..) and mapping experience. I hope we will manage to play a warmup + 2 games 5v5 + feedback so plan ~4 h playtime. Since its only 10 players and i got some mates that help me testing, slots will be quite rare but i'd love to see some experienced mappers join the playtest! So if you feel like this post is addressed to you, and you are motivated to support me, hurry up and contact me Remeber its mostly for layout playtesting! I will try to upload a grenade tutorial for the most important nades (especially smokes) on tuesday, so tactics get more easy to execute for everyone. Unfortunally i wont be able to work on it any sooner. Im gonna enjoy the sun now, the summer finaly reached germany! Stay tuned and have a nice day Quote
Kobinsubim Posted May 29, 2017 Author Report Posted May 29, 2017 Guys... 300 abos in the workshop. That is so overwhelming, i never thought so many people would make the effort to even look at the pictures. But downloads? Thats sick!! Thanks a lot still waiting for a feedback though, im very exited and curious for what you got to say also im 110% motivated to finish the map and make it beautiful thanks to you all! Quote
Kobinsubim Posted June 13, 2017 Author Report Posted June 13, 2017 Update! A new version is online on the workshop, with multiple changes all over the map and major layout changes in the t area. Credits to TopHATTwaffle for the textures i used from his awesome RealWorldTextures 2 pack. Here is the link: http://www.tophattwaffle.com/downloads/realworldtextures-2-textures/ The changes should open up the T Area a lot, making it less complex (many new long sightlines) and fixing some timing issues. Mid to Green Conntector disappeared (you need to boost now) Vent is now a squeaky A Connector moved and the lower bridge area changed a bit. The fountain is gone. I tested out some textures, some are really just thrown in again, im sorry it saves time ¯\_(ツ)_/¯. Also there is no new radar, but i got some screenshots for you on the workshop page (Workshop link: http://steamcommunity.com/sharedfiles/filedetails/?id=932651001)! I applied for the Mapcore playtest on Thursday 15.06.!! Hope we have a nice game Quote
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