poLemin Posted June 5, 2017 Report Posted June 5, 2017 (edited) Hey guys! I'm very early in the development of my map, but I wanted to share something with you as I want to get into the habit of exposing my work more. de_manor is a bomb defuse level set wine-growing area in France. The level's architecture is inspired by Renaissance Chateaus and manors like the Biltmore Estate. With the design I am trying to create interesting indoor areas that do not feel as clumped as many others. After the Cobblestone debacle, Lord William decided to buy this manor to relax and have some fine wine. The terrorists however intend to destroy his peace ... and his new manor. Workshop Link: http://steamcommunity.com/sharedfiles/filedetails/?id=1217276839 Here are some first vacuous screenshots: Edited December 1, 2017 by poLemin Squad, SirK and Vaya 3 Quote
poLemin Posted June 10, 2017 Author Report Posted June 10, 2017 (edited) Ran into a dead end with awful sightlines and horrible spacing so I started from scratch. I'd rather scrap my work now than desperately trying to make it work in some way. Still able to show some shots of new spaces. I am aiming to have a playable version of this iteration by the end of next week Edited June 10, 2017 by poLemin Plat, RaLeX, Ridders and 5 others 8 Quote
poLemin Posted June 18, 2017 Author Report Posted June 18, 2017 I finally got a playable version of the level finished and uploaded to the workshop! Feel free to check it out and leave some feedback. http://steamcommunity.com/sharedfiles/filedetails/?id=949351174 More screenies: SirK 1 Quote
poLemin Posted June 21, 2017 Author Report Posted June 21, 2017 Alright boys and girls! I got a spot in tomorrow's playtest. I'd appreciate if you stopped by and left some feedback! I also prettified B site just a little since it didn't receive a lot of love in the first iteration. Quote
blackdog Posted June 22, 2017 Report Posted June 22, 2017 I think this looks interesting. I miss some good de_chateau, so much I have been thinking of doing a similar map since CSGO came out. Bit weird the downward arcs, never seen anything like that but need to see how it fits when more detailing is in. You testing on mapcore servers? I've been totally out the testing since I moved here, my connection is terrible (shared+wifi) but recently was decent enough, I had a couple sessions on DoI, I was thinking of trying CS again. poLemin 1 Quote
poLemin Posted June 22, 2017 Author Report Posted June 22, 2017 (edited) 1 hour ago, blackdog said: I think this looks interesting. I miss some good de_chateau, so much I have been thinking of doing a similar map since CSGO came out. Bit weird the downward arcs, never seen anything like that but need to see how it fits when more detailing is in. You testing on mapcore servers? I've been totally out the testing since I moved here, my connection is terrible (shared+wifi) but recently was decent enough, I had a couple sessions on DoI, I was thinking of trying CS again. Thanks for the comments! The downward arcs are only placeholders since I lack proper tall arches for now. I used them to have a longer straight pillar before the actual arc. I will create custom models for that. Yes, we are testing on the MapCore server starting at 9pm CEST (1h from now) Edited June 22, 2017 by poLemin Vaya 1 Quote
blackdog Posted July 12, 2017 Report Posted July 12, 2017 Hey, subscribed the map and had a quick flythrough. Looks interesting and solid in terms of elevation and routes. I would say that most of the doorways are too tight though, especially the first ones players traverse after spawning. A-site is definitely too cramped. Also getting there a couple corridors seem to turn around too much, I would want to see couple more decals signposting the way. Not sure what you planning for B-site but seems a bit too open, there are no props or brushes suggesting where players take cover to defend it. Quote
poLemin Posted July 12, 2017 Author Report Posted July 12, 2017 3 hours ago, blackdog said: Hey, subscribed the map and had a quick flythrough. Looks interesting and solid in terms of elevation and routes. I would say that most of the doorways are too tight though, especially the first ones players traverse after spawning. A-site is definitely too cramped. Also getting there a couple corridors seem to turn around too much, I would want to see couple more decals signposting the way. Not sure what you planning for B-site but seems a bit too open, there are no props or brushes suggesting where players take cover to defend it. Thanks for taking the time to look at the map! I am still tweaking the routes a little, since they are, as you said, sometimes a little too zigzagging. The bomb site designs are pretty much intended that way. I wanted to give players two distinctly different choices instead of two very similar ones in order to cover a broader spectrum of playstyles. I might have pushed it a little to far, but I am still tweaking. Quote
blackdog Posted July 12, 2017 Report Posted July 12, 2017 (edited) Yeah I totally get the opposite approach/opportunity, not just because the general setting but makes me think of de_chateau that had a site with lots of cover and the other where you would be very exposed for planting; but like you say is a bit pushed, too much especially A-site. I guess B with a crate or two would be fine, while A doesn't seem to give the feeling you can eventually play it by posting outside it. Of course I might be proven wrong by a play test Edited July 12, 2017 by blackdog Quote
poLemin Posted July 25, 2017 Author Report Posted July 25, 2017 After some further tweaks to the layout I started creating my first few models. Here's some progress, obviously not textured yet. Rump3L, blackdog and Squad 3 Quote
poLemin Posted July 30, 2017 Author Report Posted July 30, 2017 Update time! I updated the workshop with the newest verion of de_manor: http://steamcommunity.com/sharedfiles/filedetails/?id=949351174 I also applied for a MapCore Playtest on August 3rd. Would be happy to have you folks join me! Feel free to check out the level and drop some feedback, I'd very much appreciate it! Here's the current overview: Quote
poLemin Posted September 4, 2017 Author Report Posted September 4, 2017 Hey! Thanks for the quick run! I am aware of the angel figure's collision issues but didn't bother for rough playtests yet. Will be fixed for sure! Thanks for the headpeek find. Gonna fix that too. I don't really know what's wrong with the radar. Some people raised concerns while it looks fine for me. Might have fucked up with the compression at some point. Will investigate, thanks! qeawré.XMScASgéAZFSJ 1 Quote
poLemin Posted September 18, 2017 Author Report Posted September 18, 2017 Just a few weeks to go and I am still procrastinating mapping and texturing my models properly. On the other hand, I was busy forging my very own first textures in Substance Designer Still a long way to go. I might not meet the deadline, but I will not opt out and will try to submit a somewhat acceptable map! Squad, Gauss and RA7 3 Quote
poLemin Posted December 1, 2017 Author Report Posted December 1, 2017 (edited) Release time everbody! What a ride it has been! I will write a small follow-up text in the coming days, but now it's time to rest a little. I created a new workshop file and removed the old one. Feel free to check it out and leave some feedback! http://steamcommunity.com/sharedfiles/filedetails/?id=1217276839 I'd like to thank MapCore and FACEIT for hosting this contest, and wish all contestants good luck! I hope as many people as possible are able to satisfy their own expectations! Lastly, I will leave you with a few screenshots: Edited December 1, 2017 by poLemin grapen, Fnugz, Lefty and 14 others 16 1 Quote
Oliver Posted December 1, 2017 Report Posted December 1, 2017 This map is looking sick, good job! poLemin 1 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.