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de_orbit


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De_Orbit

 

Main Theme 

  • Takes place on a futuristic/alien space station 

  • Halo styled 

Goals 

  • Make a completely different map than we’re used to seeing 

  • Experiment with rarely used gameplay features 

  • Focus more on enjoyability rather than competitiveness (to an extent) 

  • Not let the wacky stuff get in the way of core counter strike gameplay, but rather add to it

Area Themes 

  • T spawn is on a smaller space ship which has boarded the space station 

  • CTs spawn close to the center of the space station 

  • The area in front of T spawn is a large ring which circles all the way around the space station, but most is blocked off, which will have an orange colour scheme 

  • Bombsite A will take place outside the space station 

  • Bombsite B will probably be some sort of engine room and blue colour scheme 

  • The connection from T spawn to A long will be an outside walkway 

  • Rest undecided 

Layout 

  • The layout is quite complex and large 

  • Borrows its core layout from overpass, with instead of one middle area, there are two, one heading to A and the other to B, and an outer route for each site 

  • Most of the fights will happen off site, apart from the B main chokepoint, to allow for a battle for map control before a bombsite take 

  • Main choke points include A long, Mid, connector and B main, although many battles will happen between them 

Features 

  • Low gravity in outside areas (A site and surroundings, as well as on the route from T spawn to A long) 

  • Gravity lift from CT to window room 

  • Jump boosters from CT to A 

  • A speedway that shortens timings to outside B from T spawn and vice versa 

  • Teleporters from window room to connector (2 way) 

  • A big roller door onto A site from mid that can only be opened from the mid side 

  • Small door from outside B to connector 

  • Vents from top mid to A long (requires boost when going from mid) 

  • Electricity that causes damage from A site to mid (can be turned off from A) 

  • Skybox including outer space stuff like planets and stars moving to have the illusion of orbit, as well as small space ships and satellites 

  • Skybox also includes the unplayable area of the space station 

  • Custom models, aliens for T and space suit dudes for CT 

  • Most of the map takes place indoors, but a lot of the roof and floor will be made of glass to allow for natural lighting, and the rooves will be about as high as a skybox in most areas 

  • Colour coding of areas

  • Escape pods ejected once bomb is planted

  • Gravity lowered globally when bomb explodes

Progress 

  • Version one of graybox complete

  • Skybox concepts started

Radar

Spoiler

de_orbit_radar.jpg.3b22212a18be03d03183ddab378a13f3.jpg

 

Comments

This is my final year of school, so I won’t have a ton of time to make this map, but school does finish in November so I will have a lot of time after that. This is my first serious map, so I’m not 100% sure what I’m doing most of the time and might have to ask for some help at some point, but I’ll see how I go. Not necessarily going for the top prizes, but hoping to at least finish the project and get a lot of experience 

 

 

 

 

 

 

 

 

Edited by OPzy
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My first ever map idea was to have a small scale space station that had T's boarding in a dropship as well. It would be sick if you went with a darker theme instead of sterile light because it would layer on the "exotic" feel. Image result for system shock remake

The system shock remake, while having some overly dark areas, might be a good lighting reference.

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6 hours ago, OPzy said:

Radar Update

de_orbit_radar_radar.png.b6ace5c6f98afaaaf3a66b3dc079f6ce.png

 

*Edited main post to be up to date, look at the main post to see annotations (e.g. where anti gravity is, etc)

Awesome, thats gonna be the toughest opponent IMHO! (and Ive got very simillar idea back then :D)

BUT...

 You cant make different gravity inside and out. Gravity is same all over the map. And a lot of those very cool features are gonna be competitively unsitable, but I suggest you to create two versions of this map. 1st JFF and 2nd Competitively viable version.

But very cool idea TBH! Cant wait to where this project will go!

 

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14 hours ago, Radu said:

Is it gonna be different? Yep.

Will it fit with CS:GO? Well...

 

Yeah, that's a fair point, but I will try to not let things get too out of hand, if something distracts players from the core gameplay I'll remove it.

 

12 hours ago, Interfearance said:

My first ever map idea was to have a small scale space station that had T's boarding in a dropship as well. It would be sick if you went with a darker theme instead of sterile light because it would layer on the "exotic" feel. Image result for system shock remake

The system shock remake, while having some overly dark areas, might be a good lighting reference.

That's sick, thanks for the image! I might make some areas similar to this style and others more vibrant, just to give some variety in the map.

10 hours ago, TECHNICKER said:

Awesome, thats gonna be the toughest opponent IMHO! (and Ive got very simillar idea back then :D)

BUT...

 You cant make different gravity inside and out. Gravity is same all over the map. And a lot of those very cool features are gonna be competitively unsitable, but I suggest you to create two versions of this map. 1st JFF and 2nd Competitively viable version.

But very cool idea TBH! Cant wait to where this project will go!

 

trigger_gravity babyyyy. Thanks for the feedback tho, I probably won't make two versions right now, but maybe along the line at some point. As I said, I'll try not to let the wacky stuff get too in the way, but more add to the gameplay experience.

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11 hours ago, OPzy said:

Thanks for the feedback tho, I probably won't make two versions right now, but maybe along the line at some point. As I said, I'll try not to let the wacky stuff get too in the way, but more add to the gameplay experience.

I really like the idea of different gravities (although to be fair my favorite shooter is one with walljumps, ledgegrabs and powerslides :lol:) . What I am not sold on is the button sort of stuff. I think that is a bit too outlandish for CSGO players to have to interact with their environment. But then again, I would love to see a playable version to further comment on this! 

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On 6/19/2019 at 2:34 AM, OPzy said:

trigger_gravity babyyyy. Thanks for the feedback tho, I probably won't make two versions right now, but maybe along the line at some point. As I said, I'll try not to let the wacky stuff get too in the way, but more add to the gameplay experience.

It changes overall gravity when triggerd, or am I wrong?

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1 hour ago, TECHNICKER said:

It changes overall gravity when triggerd, or am I wrong?

Fuck I hope not, but I don’t think so. From what I’ve played with bots so far and according to valve developer community it’s just people inside it. 

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Finished the first version of the layout and uploaded to workshop! Link in main post!

Changes:
- Built A site, it now features a main structure in the middle, which you can either plant on top of or underneath.
- Changed mid, it now includes a boost spot and the connection to B is now lower than the rest of mid, with a one way drop to get to it.
- Changes to CT's main route to mid/b and the portal room
- Some other layout changes

Also ignore the shit lighting, I just kinda spammed lights around to be able to play the layout be also have a roof. The actual version will have a glass roof / floor in most areas, or good lighting

de_orbit_radar.jpg.5d276e5df41abc5efa9bd4b2d1435db3.jpg
 

Edited by OPzy
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