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Posted (edited)

Hi everyone!

There is quite some history on this map release since I started it way back in Counter Strike Source years ~2005 (80% complete i would say) but never released it or called it finished. This had a good reason because at that time I got hired for my fist job in the games industry as a character artist which got me fully occupied at that time and further years.

Now its 2018 and I was searching through my hard drive and wanted to finally release it to the public, but now ported and adjusted to Counter Strike Global Offensive along with some visual improvements.

At the time of creation I had in mind to make a unique map out of displacement surfaces for non vertical/horizontal gameplay and a simple and quickly memorize able layout. Its focus is on open field battles and gives not too many corners to hide.

Right now I call it beta2 since there is slightly room for improvement and I need to gather feedback on how it plays and visual & other improvements that could be adjusted/done - Everyone who helps me out on that is highly welcome!

 

 

5a908039d782f_Mapoverview.jpg.c79e31b01166bdf162697c9b7585f979.jpg

 

5a90801f034aa_Counter-strikeGlobalOffensiveScreenshot2018_02.23-11_13_17_29.jpg.162ea375bd2430bdcdea2469941aaf27.jpg5a90801fbfd7d_Counter-strikeGlobalOffensiveScreenshot2018_02.23-11_13_37_22.jpg.35da779f397c4316d9a0851b78c55cb2.jpg5a908022ef78a_Counter-strikeGlobalOffensiveScreenshot2018_02.23-11_17_56_10.jpg.0865f42d337e2f285f8adbea695ec063.jpg5a9080224d57b_Counter-strikeGlobalOffensiveScreenshot2018_02.23-11_17_37_84.jpg.cd2af179cafb3c6db6c0ea8976d0f8a2.jpg5a908020dbdd1_Counter-strikeGlobalOffensiveScreenshot2018_02.23-11_17_26_20.jpg.a8781ab470de4dca14dd4aeef3ddda69.jpg5a9080204d47c_Counter-strikeGlobalOffensiveScreenshot2018_02.23-11_16_33_91.jpg.bf921512a87db5a9c1cd574942dbdecc.jpg5a9080247f71d_Counter-strikeGlobalOffensiveScreenshot2018_02.23-11_18_46_93.jpg.78b1890681e0d7fb38868802d382ced2.jpg

More Screenshots

 

Known issues by now:

  • It does not support multicore-rendering! Turn that off in the graphic setting or you might end up in disappointment. (It might work for some folks out there but my experience is that it crashes the map randomply in the first minutes of gameplay. I don't know who to blame for that...)

 

Edited by xysdf
Link edit
  • 4 weeks later...
Posted (edited)

Final release!

-Bug fixes
-Feedback work
-Visual improvements
-Small gameplay changes
-New minimap

-----------------------------------

If there is an error or a bug, I would be glad to hear about it!

_____________________

Click here for my Steam Workshop page.

5ab396f5f36b4_mapoverview.jpg.06e487f6bd0ab637613c54f98487eebf.jpg5ab396e2118d9_mapscreenshot.jpg.61f48508d8db5799ce84953c450bd78f.jpg1.jpg.eda57a12e3a1e33c40c1c5f498b1af4a.jpg3.jpg.dcca017386bf0b22987e6656f94de681.jpg10.jpg.e683fa43fecf1c37af2d5b93d3cdf592.jpg4.jpg.0d96a19dfc4a2c20759f4db6934872b4.jpg7.jpg.570ecd060b9eb71db7e0a09d7b0c0f7a.jpg14.jpg.1b25f3dd3720e22ae4acf32641cd7b81.jpg2.jpg.6c96a3c42e0016ea5fbef9a3f70e19d9.jpg13.jpg.d4af4f71398b9ceef8284ba319e8d1ae.jpg

More screenshots

Known issues:

  • It does not support multicore-rendering! Turn that off in the graphic setting or you might end up in disappointment. (It might work for some folks out there but my experience is that it crashes the map randomply in the first minutes of gameplay. I don't know who to blame for that...)
     

Special thanks to:
 

- Str0nk
- Squinky™

 

from the steam workshop.

Edited by xysdf
Link edit
Posted

Honestly I wouldn't say it looks too bad, just that I've seen the blend textures used a lot before and that kind of takes me out of it.

Generally I'd say the displacement work is really impressive, especially this shot here:

1.jpg.eda57a12e3a1e33c40c1c5f498b1af4a.jpg

I'll have to give it a run-through later, it's definitely an neat take on a defuse map but it does give me that sort of cs:s vibe

Posted

Thanks for the feedback guys!

Yeah, textures are not up to date but I made them pretty consistent throuout the map so it might be a style question.

I have put down some information on how to build such a map if anyone is interrested.

First I started laying out my map with a 16 bit heightmap texture which I then transformed into displacement patches using DispGen .

heightmap.jpg.3219d9dc72c58e8a6df6a44b7ff90f11.jpg

 

Next I worked on them in hammer for my desired look, small/big changes here and there until the map finally reached a state like this in the overview (note the square patches which form the displacement surfaces):
displacement-patches.jpg.2cce32fe8967e11d0f96d1bfa91dc8f7.jpg

Now one thing is a bit tricky to figure out and you might need it for building holes. If you want a hole in your map, select the patch where the hole should be in and cut from the 4 corners to the desired hole you want in your map ( Out of one patch you make 4 and a hole) - Looks like this:cutting-holes.jpg.f85ccae0f2bf666f915fc0f5f7201a6f.jpg

Have fun!

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