Guni 73 Report post Posted May 27, 2017 (edited) Throwing my hat into the ring once again. After recently travelling to Japan I wanted to try to capture a location that I enjoyed whilst also diversifying the current environments within Counter Strike. The level will take its theme and insipiration from 'Fushimi Inari Shrine' in Kyoto. Shrine is a 5v5 Competitive Bomb Defusal Map with its theme and inspiration taken from 'Fushimi Inari Shrine' in Kyoto. This is the initial release for timings and layout. I would appreciate any constructive feedback. Layout + Screenshots Spoiler Main References Spoiler Changelog 12/06/2017 Spoiler - Shortened and Tightened Middle - T spawn and street were compacted - Ct Spawn brought forward for timings - A Site completely remade - B Site completely remade - Some Sightlines covered or removed - Clipped some brushes Changelog 26/06/2017 Spoiler Alpha 2 Release General: - Reduced Clipping in sites and areas of playable interest - Entire map recieved a scale down both horizontally and vertically - Removed displacements and other long pathways that created sightlines and pain. Middle: - Reduced the length of middle - Reduced width of middle - Added cover to both sides of the middle cross (orange brush as placeholder for props/detailing) - Underneath truck has been blocked from CT view. - Connector paths have been moved - Excessive clipping has been removed Bombsite A: - Shorten the length from CT and T spawn to A - Long A to squeeky has been pushed closer to Tspawn - Reworked Long A connector opening - A site has been reduced in width - A site cover and blockout added - CT Cross is now closed off Bombsite B: - B site had new cover added - Removed clipping and random corners - Added new entrances to both sites (indoors) - Tspawn to B site is no loner a corridor of displacements - Tspawn to B site now plays as a zen garden with surounding architecture - Site timings fixed - Sight-lines closed off Changelog 13/07/2017 Spoiler Middle: - Added a new pathway for CT's top Middle, creating a 5-6 second distance between CT and T Mid points. - Placed Orange Placeholders to represent fencing and props for later design - Squeezed mid a few pixels both ways Bombsite A: - Brought bombsite A in towards mid making it more compact - Created two paths for CT to enter A; a fast option to site and a slightly longer way to sniper box - Squeeky Door was made smaller and had its placement slightly moved - Sniper alley was shortened - Replaced boxes (not final) Bombsite B: - Reworked CT entrance into B site - Squeezed the site down and the paths leading into it - Reworked some of the boxes and placements - Reworked the long B entrance - General Fixes CT Spawn: - Changed the spawn to an open style - Moved CT spawn forward and slightly closer to A T Spawn: - Moved T spawn back to adjust timings. MISC: - Work has begun on some basic props and textures. Please post any feedback below or message me on discord. Will try to get a play-test soon. Workshop here Keep is totally not dead.... Thanks, Guni Edited July 13, 2017 by Guni 3 rosk, Vaya and SirK reacted to this Quote Share this post Link to post Share on other sites
Guni 73 Report post Posted June 9, 2017 Main post updated with layout, workshop and references. Looking for feedback so I can destroy the whole thing and start again ;P Quote Share this post Link to post Share on other sites
grapen 1,547 Report post Posted June 9, 2017 I absolutely love Kyoto, re-imagining such a beautiful place is a tall order If i were to make a Kyoto inspired map I would be sure to make use of the diverse environments of the city, from the paved streets, to the river, to the mountains and bamboo forest. Even if they're jsut located in the peripherals of the map. Good luck! 1 Guni reacted to this Quote Share this post Link to post Share on other sites
Guni 73 Report post Posted June 12, 2017 Map changes/updates are now live. New screenshots and change-log added to main post. Quote Share this post Link to post Share on other sites
Guni 73 Report post Posted June 26, 2017 Workshop and Thread updated. Alpha 2 released after input from Mapcore play-test. Screens been removed for a layout photo, refer to change-log for any technical changes. Quote Share this post Link to post Share on other sites
Guni 73 Report post Posted July 9, 2017 (edited) Little Update: Started to learn 3D software and slowly progressing, big thank you to everyone I pester with questions. This Torii gate was my first model without following a guide. A lot to learn but pretty excited to see I'm capable of these things. New playtest hopefully for the 13th to test the smaller map and rework of sites. Edited July 9, 2017 by Guni 3 Radu, sassy_turtle and Squad reacted to this Quote Share this post Link to post Share on other sites
grapen 1,547 Report post Posted July 9, 2017 14 minutes ago, Guni said: There's a lot of unnecessary geometry on the cylindrical pillars that could be better spent smoothening out the curvature on top Keep it up! 2 Guni and Radu reacted to this Quote Share this post Link to post Share on other sites
Guni 73 Report post Posted July 13, 2017 (edited) Took a quick break from the props and textures to go back to the map and flesh it out a bit more. Would like to thank those from mapcore and some close friends who gave me feedback. Alpha 3 is now ready for test, layout and difference below. Alpha 3 Layout Alpha 2 to Alpha 3 Layout Alpha 3 Changelog Spoiler Middle: - Added a new pathway for CT's top Middle, creating a 5-6 second distance between CT and T Mid points. - Placed Orange Placeholders to represent fencing and props for later design - Squeezed mid a few pixels both ways Bombsite A: - Brought bombsite A in towards mid making it more compact - Created two paths for CT to enter A; a fast option to site and a slightly longer way to sniper box - Squeeky Door was made smaller and had its placement slightly moved - Sniper alley was shortened - Replaced boxes (not final) Bombsite B: - Reworked CT entrance into B site - Squeezed the site down and the paths leading into it - Reworked some of the boxes and placements - Reworked the long B entrance - General Fixes CT Spawn: - Changed the spawn to an open style - Moved CT spawn forward and slightly closer to A T Spawn: - Moved T spawn back to adjust timings. MISC: - Work has begun on some basic props and textures. Edited July 13, 2017 by Guni 1 noobgames reacted to this Quote Share this post Link to post Share on other sites
noobgames 28 Report post Posted July 13, 2017 Just wanted to say that the overview is kinda confusing, you might want to darken the non playable areas more. Quote Share this post Link to post Share on other sites
Guni 73 Report post Posted September 14, 2017 Been awhile since I've posted anything, Im smashing out as much as I possibly can do each day with brush work and texturing. Though I'd like to prevent showing any sneak peaks till the end. At this point in time I would like to extend an Invite out to any potential Environment Artists looking to increase their portfolio and obviously have a hand in the competition. The sheer quantity of custom assets that I require most definitely out-way my current speed and skill set when it comes to 3d modelling etc. Happy to go 50/50 in anything, just want to get the project completed at this point and have a final piece to show on a Portfolio. Quote Share this post Link to post Share on other sites