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Posted (edited)

This is my first attempt at creating a fully functioning map for CSGO and as a result I am not using custom props or models.

http://steamcommunity.com/sharedfiles/filedetails/?id=937256049

The map is set in a town which is suffering as a result of the corrupt local government. Public funds and taxes are being stolen by the regional governor so he can construct his vast palace which spans across the CT side of the map. Following vandalism and low level extremism, an elite counterterrorism team has been called in to help secure the inner town around the palace. However, a local extremist group, who are using the discontent and chaos in the town as a weapon, have commandeered a large truck and used it to smash through the police blockade. Now only the counterterrorism unit stands between the terrorists and the governors palace........

This map has been a project of mine for over a year now and I have worked sporadically on improving it slowly over the course of that time. Small group playtests have allowed me to adjust the layout to a point where the map is fun and exiting to play. My intention is that each round should feel unique and I feel that the layout caters to this intention. The map gives the Terrorists lots of options with regards to attacking the bomb sites, however the CTs are given powerful positions on both sites from which to centre their defence. The middle area of the map allows for quick combat only a few seconds into the round with powerful positions given to AWPers on both teams, the winner of the sniper duel gains a significant advantage for their team. If the terrorists are unable to control mid, they lose access to the faster rotates between the sites. If they do take it however it gives access to powerful rear entrances to each site allowing them to isolate the CTs and force them into disadvantageous positions. The map features an open skybox and plenty of vertical detail allowing for free and effective grenade usage for both sides. If the terrorists intend to take either site, utility is essential to deny the CTs access to the most powerful and versatile positions. CTs can use grenades easily and clever grenade use can cause the Terrorists to take a lot of damage before engaging.

All of the weapons can be used to great effect on this map. AWPers have a place on both sites as they can secure important locations for the CTs and create essential openings for the terrorists. Rifles can be used across the map to great effect and, from my experiences with friends, an aggressive CT at A site or mid can do massive amounts of damage with armed with just a shotgun. One of my favourite things about this map is its versatile gameplay as there are loads of different strategies that can be used effectively across the map with a vast variety of weapon selections and grenade throws.

The map's aesthetic features bright colours and lighting as I personally am not a fan of gloomy maps such as Office and Aztec. For example, on B site, the fence that separates the site from the train tracks behind it features a blue tarp which gives the site a splash of colour and contrasts with the bright white of the palace and the brown brick of the church. The textures used are clear so that player models are easily visible and any foliage is kept above the playable space of the map so as not to obscure a player model. 

Designing a radar for this map was something I struggled with for sometime. I needed to find a way to clearly display the pit area of the map which runs from A site, underneath mid to the warehouse near B. It is an essential part of the map as it is the quickest but riskiest rotate for CTs and, if the terrorists manage to gain control of it, a useful route if terrorists want to fake either bombsite. Eventually however I decided upon using the Simple Radar style (http://simpleradar.com/) for the radar as it would allow for the entire map to be clear and the pit area visible on the radar without needing to make a multi layer radar for the map. 

Any feedback on the layout or aesthetic of the map is greatly appreciated.

Hope you enjoy the map.

Elipsis

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Edited by Elipsis
  • 3 weeks later...
Posted

Please delete those nuke crates. They look so out of place. Other than that I feel like there are too many conflicting themes. There's nothing wrong with not using custom content, just try not to make a visual mess.

Posted

Less is More; limiting the amount of different default csgo art asset libraries referenced within this map might help centralize a theme that's unique. 

Since most of the assets in csgo have been overused your next best step is to implement your own custom art work. If you're on a tight budget (this includes time) then narrowing the assets used during development will help drive the central theme. 

P.S. Right now I'm seeing D2/Mirage rugs, Italy windows, default bombsite decals, D2 assets right next to colorized Nuke assets, Plaster Stone Brick combinations I've never seen before, Cobble trims, default l4d2 utility pipes, decals seen in hl2, assets that are alpha colored lime green next to buildings that represent the complete opposite. Create your silhouettes first, then fill in the detail. Less is more and folks are more willing to play the d2_d3remake than they are d2_nuke_inferno_someofthoseHL2assets_aztec_decalsfrom_2004. Get your layout test played and go out of your way to create something original, your greybox is really important and working with a content artist/concept artist/ environment artists will jog your creativity to makes something original : )

Posted (edited)
On ‎13‎/‎09‎/‎2017 at 7:00 AM, Andre Valera said:

Less is More; limiting the amount of different default csgo art asset libraries referenced within this map might help centralize a theme that's unique. 

Since most of the assets in csgo have been overused your next best step is to implement your own custom art work. If you're on a tight budget (this includes time) then narrowing the assets used during development will help drive the central theme. 

P.S. Right now I'm seeing D2/Mirage rugs, Italy windows, default bombsite decals, D2 assets right next to colorized Nuke assets, Plaster Stone Brick combinations I've never seen before, Cobble trims, default l4d2 utility pipes, decals seen in hl2, assets that are alpha colored lime green next to buildings that represent the complete opposite. Create your silhouettes first, then fill in the detail. Less is more and folks are more willing to play the d2_d3remake than they are d2_nuke_inferno_someofthoseHL2assets_aztec_decalsfrom_2004. Get your layout test played and go out of your way to create something original, your greybox is really important and working with a content artist/concept artist/ environment artists will jog your creativity to makes something original : )

Thanks for the feedback! I completely agree with your idea of 'Less is more' but as this is my first map for CSGO I wanted to play around with the variety of props available to me. I don't necessarily find however that it's a bad thing. Each individual area of the map feels unique and a new player would be able to learn the map quickly because of this. With regards to your comment on the lime green box on bombsite B - I found that this was more of a gameplay thing than an aesthetic thing. It draws the players eye straight to the most powerful piece of cover as soon as the squeaky door is opened which helps the terrorist player a great deal. I also like the colour as it helps prevent the map from feeling gloomy, something which I think is quite important, the same design philosophy went into the fence present behind the box, the bright blue tarp is a good contrast to the brown of the church brick. For me personally, the aesthetic of a map doesn't have to be 100% realistic but it does need to be memorable and unique, something which I hope my map does well!

On ‎10‎/‎09‎/‎2017 at 9:05 AM, NikiOo said:

Please delete those nuke crates. They look so out of place. Other than that I feel like there are too many conflicting themes. There's nothing wrong with not using custom content, just try not to make a visual mess.

I appreciate your feedback and I know there is a lot going on in the map but if you read my response to Andre Velera you can see the reasoning behind my decision to include the nuke crates in the map. You may not agree with me but I hope you will at least understand the process behind my aesthetic decisions.

Edited by Elipsis

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