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[WIP][CS:GO] Jupiter


illG

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CS:GO Map "Jupiter"

Hello everyone!

I want to show my current 2019 project called "Jupiter". Work in progress...
Map is situated at industrial zone. Color pallet for this map is red brick, gray metal and concrete as you can see in screenshots. I want to make layout as simple as possible, with interesting aspects in some places like boosts, risk->reward action for both sides and easy to learn smoke executes.

Right now map isn't ready for playtesting and I havent uploaded it to workshop. Just wanted to hear your opinion and maybe you can help me think out a story for this project.
I have some toughts for story, but I would like to hear something from you guys. :) Map's name "Jupiter" is meant for name of this industrial zone that I want to make look huge.

 

MIDDLE

20190418142232_1.jpg.19e783c8874c2f8fc141236ff9d83be1.jpg

 

 

A SITE

I wanted to ask you guys - How good would be idea that you could surf on this almost 45 degree corrugated metal roof on A site? Right now jump has to be made from high platform on right of screenshot.

20190418142311_1.jpg.b8878d6e1c977071e3a5ce28a45037ab.jpg

 

 

B SITE

20190418142351_1.jpg.ffdf9dba01f57b8092fa25dd2507b490.jpg

 

 

T Entrance to MID

20190418142324_1.jpg.bc9fbe127eba0259370a3160cc5a2c47.jpg

 

 

Layout right now, minor changes will be made, but map will look something like this.

20190418142211_1.jpg.970b81971869f8eaac15f0c3ccdd485c.jpg

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1 hour ago, zombi said:

A looks very interesting, but B feels empty. Also surf on roof might be interesting and funny in some situations. You should keep and test it.

B site is quite empty because I deleted half of the site, things that I didn't find working for the layout. Working on that right now. Thank you for your opinion. :)

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Hey this looks great!

I'm not really the guy to comment on visuals and aesthetics, but looking at the topdown there's a couple stuff that stick out to me:

From CT spawn, the path to A looks way longer than the path to B. This would be fine if Ts actually need more time to get to A as well, but a side effect of this is that players will probably default to the one that's closest to them, because they can get to the action faster. That might be acceptable, but personally I like to make them both at same distance so they both feel as compelling as one another.

T-Spawn to Mid looks longer than CT-spawn to Mid. Usually timings should be made such that the first guy on each team both turn the corner and see each other exactly at the same time. Otherwise the first guy gets to prepare and aim, which makes the encounter more advantageous for them...

 

btw I'm making these comments based on what I'm seeing on the topdown shown above, including the doodles, and I know it's probably not meant to be accurate. But hopefully that helps!!

Edited by MikeGon
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Status Update:

Added high overpass to CT spawn and made interesting geometry for radio tower building. Also moved "Jupiter Sign" up towards A site, for better smoke lineup options.

20190421144427_1.jpg.9ebd0fd5672b9f2df637779454580dfc.jpg20190421144527_1.jpg.4b3ffcfb39d4b91771ac00c5540cb911.jpg

On 4/20/2019 at 2:53 AM, MikeGon said:

Hey this looks great!

I'm not really the guy to comment on visuals and aesthetics, but looking at the topdown there's a couple stuff that stick out to me:

From CT spawn, the path to A looks way longer than the path to B. This would be fine if Ts actually need more time to get to A as well, but a side effect of this is that players will probably default to the one that's closest to them, because they can get to the action faster. That might be acceptable, but personally I like to make them both at same distance so they both feel as compelling as one another.

T-Spawn to Mid looks longer than CT-spawn to Mid. Usually timings should be made such that the first guy on each team both turn the corner and see each other exactly at the same time. Otherwise the first guy gets to prepare and aim, which makes the encounter more advantageous for them...

 

btw I'm making these comments based on what I'm seeing on the topdown shown above, including the doodles, and I know it's probably not meant to be accurate. But hopefully that helps!!

Thank you for your opinion! Hopefully I will make test-able version soon for people to share thoughts of timings and gameplay.

Middle: CT's get there 5 - 6 seconds. T's get there about 7-8 secs. I want to make middle CT's controlled at start of round that T's have to fight for. Some easy to smoke spots and more cover to get to will do the work for T's.

A and B timings will be corrected for play-test version.

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  • 2 weeks later...

Status Update:

CT SPAWN

Made junkyard theme at CT spawn.

20190504145348_1.jpg.fd79b9f13e6120be7f2ee80566ad6cd7.jpg

 

 

B SITE

Added two silos for fun round angles to play with.

20190504145359_1.jpg.a312b6efd98c80f7dd8dd4cb22a36e46.jpg

 

 

B SHORT

B short now have a boost spot over wooden fence from B long for T's to have more gameplay options and easier B short take.

20190504145411_1.jpg.7709ed125339e313dd7322d487cd3f1f.jpg

 

 

MIDDLE FROM T SIDE

In middle T's now have a scaffolding with ladder to play with if they are smoked off in middle.

20190504145434_1.jpg.82d6c8d9f1c274e4d1e16fb1b0024797.jpg

 

 

TOP VIEW FROM B LONG

Overall view with changes I've made for B site. As you can see from B site picture, added a large ramp that reminds me a dusts A pit with only cover that is the ground.

T spawn now have a 45degree garages for better saving options.

20190504145555_1.jpg.ba759635b852eaf408fee9b9cb5a7010.jpg

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  • 2 weeks later...

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