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Okay a little more awake

  • This map started life as a remake of the stupidly popular DE_CPL_Mill map. My planned theme was a mexican township with references taken from the beautiful Guanajuato City. This theme seemed to be a good fit with CPL_Mills extensive underground tunnels taking the form of a crypt and cellar
  • The Idea of remaking mill ran into difficulty as I couldn't get approval from Chris Auty, the original maker of Mill. While his site states that anyone is free to remake his layouts I didn't want to investing time and effort only to run into issues later on in development.
  • At this point I decided to rework the mill layout into something new, keeping the things that made mill great fun to play while streamlining for CSGO. The underground was retained but simplified- I made attempts to integrate it more into the layout too- with options for players to quickly move between the two (I find both CPL_Mills + Tuscans pathing convoluted in a number of areas)
  • The idea was left for a while around about this point (1 or 2 months) while I finished up the DOI contest and I continued work on my long overdue DE map Valley. (:()

 

  • When the new operation maps were leaked and it became clear that there is a real shortage of  operation-viable hostage maps I decided to see if I could rework this DE layout into a hostage map. Originally I did this while retaining the mexican theming (which wasn't much more than a textured greybox with a couple scattered props). The underground section lent itself well to a more stealthy path that could help teams flank each other. My plan here is to keep the map dynamic by giving the CTs a number of options- Terrorists shouldn't be able to comfortably hold an angle for a full round...They should have to keep thinking about what the rest of their team is doing and keep communication flowing much as you would while holding a bombsite.
  • Soon after I started speaking to @JSadones about the issues he was having with his map Link (https://www.mapcore.org/topic/19790-csgo-link/) I really liked the overall theming and the direction the detailing was going with this project but he was having real problems with the layout.
  • We decided to take this layout I'd been working on and rework it with Jel's stronger more unique theme (we have enough rustic villages in CSGO, right?) The 'satellite' part of the theme was quickly dropped as we decided to go fully into the space centre idea rather than something on the fringes.
  • @Vorontsov was brought in to handle the large technical models- I was impressed by his work on transit (https://www.mapcore.org/topic/19701-csgo-de_transit/?page=4#comment-430434) and we were going to need someone with this kind of skillset if we were going to do the theme right. He has already provided a number of models for the current build of the map and is working on crazy sick new stuff.

We'll do our best to keep this thread up to date with progress. We love feedback so feel free to send any to us here, on steam or on discord. :)

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3 hours ago, Vorontsov said:

a7l_suit_01.jpg

Ain't ZBrush too next-gen for Source? That seems like a lot of Polys.

Looking awesome though. How much time did you spend working on it? I'm thinking of getting into ZBrush modelling.

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16 minutes ago, NikiOo said:

Ain't ZBrush too next-gen for Source? That seems like a lot of Polys.

Looking awesome though. How much time did you spend working on it? I'm thinking of getting into ZBrush modelling.

It won't be too many polys for source once you make a low poly and bake into it. I've been working on this for about a month I would say on and off, usually really few hours a day, then I got sick and worked everyday over a week on it and finished it up. ZBrush is great for sculpting any sort of high poly, I'm 100% sure Valve themselves use it, for their new character models and specially in their newer maps like Canals, New Inferno, New Dust 2 for general assets 

If you get really good at ZBrush you won't regret it, that's for sure 

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