Maritime Posted June 6, 2019 Report Share Posted June 6, 2019 Iv'e been wanting to execute on this idea for a while and the contest is some good motivation. Planning to mainly set the map in the fortress, though i may take inspiration from other places around the city. Reference photos: Spoiler Spoiler Spoiler That50'sGuy, mr.P, Roald and 2 others 5 Link to comment Share on other sites More sharing options...
Maritime Posted June 6, 2019 Author Report Share Posted June 6, 2019 (edited) gif of the map's base layout changing over time (these layouts are from a while ago but still good to show the early stages of my layout), most likely won't do this with future changes but it's nice to get the general idea across. Edited June 6, 2019 by Maritime TECHNICKER, That50'sGuy and CaptainCam 3 Link to comment Share on other sites More sharing options...
Maritime Posted June 7, 2019 Author Report Share Posted June 7, 2019 Here are some more recent pictures, mainly of A site, things are obviously prone to change but i'd like to get as much feedback as possible at the current stage. Spoiler Interfearance, mr.jogurt, Freaky_Banana and 3 others 6 Link to comment Share on other sites More sharing options...
Maritime Posted June 8, 2019 Author Report Share Posted June 8, 2019 (edited) I've gotten plenty of work done on the map recently and finally have a radar that shows the map well in its current state (A is on the left, B is on the right). Since i plan on making many changes to the map in order to make it more viable any feedback you might provide is very useful. The areas that are the least polished at the moment are the CT entrance to mid and the entire B side of the map. I can't wait to get more work done on this project, it's already my favorite map iv'e worked on! Spoiler I've also come up with a basic story for the map: A group of terrorists are attempting to blow up one of two major drainage sites in a historic Indian fortress before a powerful monsoon hits. Thank y'all for reading! Update: here are some greybox screenshots with more updated visuals Spoiler Edited June 9, 2019 by Maritime visual alterations, one image wasn't in the spoiler Interfearance, That50'sGuy and a Chunk 2 1 Link to comment Share on other sites More sharing options...
Maritime Posted June 11, 2019 Author Report Share Posted June 11, 2019 Sorry for not really updating the thread yesterday, nothing incredibly interesting has happened. I've been working on some layout changes but they aren't completely established yet. I did some "detailing" in mid using brushes and hope to get more done soon. Greybox is my favorite stage because i get to play around with new layout ideas and make mock up models until i have a good aesthetic. mr.jogurt, Lefty, ynel and 9 others 10 2 Link to comment Share on other sites More sharing options...
Interfearance Posted June 11, 2019 Report Share Posted June 11, 2019 I am especially impressed by the tower blockout. How did you make windows at angles like that? Is there like a secret trick I don't know? TECHNICKER 1 Link to comment Share on other sites More sharing options...
That50'sGuy Posted June 11, 2019 Report Share Posted June 11, 2019 That is honestly one of the greatest looking greyboxes I've ever seen. ynel 1 Link to comment Share on other sites More sharing options...
Maritime Posted June 11, 2019 Author Report Share Posted June 11, 2019 (edited) @Interfearance thank you, here is a real quick guide on how i made the angled windows, if you have any other questions just ask! Spoiler create an 8 sided cylinder then you create a window shaped brush like this: then you rotate that first window by 22.5 degrees on the Z axis using the transform tool After that you duplicate the window object, rotating it 45 degrees each time until you have four of them, one on each side: After that you can carve the windows with the cylinder if you want: Edited June 11, 2019 by Maritime Step out of order TECHNICKER, Karthoum, Interfearance and 1 other 4 Link to comment Share on other sites More sharing options...
Interfearance Posted June 11, 2019 Report Share Posted June 11, 2019 @Maritime you just made my day. How do I like twice? Link to comment Share on other sites More sharing options...
Maritime Posted June 11, 2019 Author Report Share Posted June 11, 2019 @Interfearance Thank you so much! glad i could help. Interfearance 1 Link to comment Share on other sites More sharing options...
Roald Posted June 12, 2019 Report Share Posted June 12, 2019 @Interfearance another technique is using func_instances. 1. Create a window and save it as a instance. 2. Add a func_instance entity and open the window instance vmf. 3. Rotate it however you want, its np since in the instance its made on grid. But yeah cool looking greybox! Just a litle dark for my taste cruptor, Interfearance and TECHNICKER 3 Link to comment Share on other sites More sharing options...
Interfearance Posted June 12, 2019 Report Share Posted June 12, 2019 @Roald Thanks, this will be useful. Also I just found a temporary way to change to pivot point. You just have to duplicate the object and essentially mirror it across the point you want to rotate. Then select both and rotate and the rotation point will be the average center and therefore your desired pivot. This is kinda temporary but I feel like it has potential. mr.jogurt 1 Link to comment Share on other sites More sharing options...
Maritime Posted June 13, 2019 Author Report Share Posted June 13, 2019 After a few attempts iv'e uploaded the greybox to the workshop, I'd love some feedback/constructive criticism of the current layout, just keep in mind that the map is very early in development. https://steamcommunity.com/sharedfiles/filedetails/?id=1768578755 Link to comment Share on other sites More sharing options...
Boccolotto Posted June 13, 2019 Report Share Posted June 13, 2019 (edited) Hey! I tried your map in a competitive 5vs5 game with Bots. The map seems very claustrophobic, particularly in the main path for site A and site B in general, and very T side, because terrorists can take many positions on the map faster than CT. Another motivation is the bomb sites are very difficult to retake, particularly on bomb site B, because CT has only one main route against the two of the terrorists. Spoiler I like the Vent in the path to A, because it's a great point for grenade / flashbangs and for gun fights, but it's suicidal to go through it in crouching: Molotov equals automatically death . Perhaps if you can move normally like Nuke's vents, it can become a more valid way to get around the enemy. Then there are some clipping problems in the yard that connects A and B and some invisible walls to remove in my opinion. Spoiler If the wooden doors in the CT Spawn and in the Courtyard could be shoot trought, it would been very cool! I don't like the Ladder in Bomb Site A because i need to jump for climb it. I find T spawn really like a place for camping very hard. In conclusion I feel that the map has great potential! Even though it was only greybox, I felt a certain feeling with the theme, being very powerful with these high walls and the rain coming down. I hope I was helpful, I look forward to seeing future updates! PS : i don't know why but seems the bots prefer to go always to Bomb Site A. This has limited my test a bit, especially in CT side because i wanted to try defend Site B but but they never show up Edited June 13, 2019 by Boccolotto Maritime and mr.jogurt 2 Link to comment Share on other sites More sharing options...
Maritime Posted June 13, 2019 Author Report Share Posted June 13, 2019 @Boccolotto,Thank you so much for this feedback, as of you posting this iv'e already drastically increased T's timings (especially to the yard). I'll try to take into account as many of your suggestions as possible, I only just realized how useful that second path to B would prove! Also yes, bots are very bias towards bombsite A, i'm working on a way to fix that. Interfearance and Boccolotto 2 Link to comment Share on other sites More sharing options...
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