Jump to content

Recommended Posts

So this contest started at a really good time, which is I decided to finally put this layout into hammer after 3 years of sitting on the basic idea. I started working on blocking it out around the time the contest was announced, and completed the layout/uploaded to the workshop on the 7th

I have absolutely no references besides an image in my head which I really want to stick to, which is an awful idea *but* I'm gonna try it lmao

The fundamentals is that it is a Marine Research Center out in the Gulf of Mexico, kinda like an oil rig but not oil and instead fishies bc fishies are awesome

It's been out on the workshop for a couple days now, you can find it at this link. Screenshots can be found there bc i dont wanna spam images here. updates are to come based off of feedback



Share this post

Link to post
Share on other sites

so since this post i've updated the map quite a bit, adding a new room, a new pathway, and lots of detailing and to save you the 2 clicks of going to the workshop page and clicking the change logs im just gonna post all the changes since i posted this here:



[6/14 Update]
- Clipped off some areas as well as the entire top of the map to prevent hopping out of the map
- Changed the electrical boxes outside Heaven to a small electrical panel
- Optimization

[6/16 Update]
- Middle now has a little grenade hole for (you guessed it) grenades
- The B Bombsite has had many major changes affecting gameplay and aesthetics
--- The entire B Bombsite and some of its entryways are now indoors. Lights and other small details have been added to compensate for the darkness.
--- The skill jump from CT to Balcony has been removed
--- Numerous doorframes have been added.
--- Skylights have also been added to compensate for grenade throws being removed with the whole 'now indoors' thing
--- The B Main ground texture has been changed. (Thanks to Yanzl for the texture!)

[6/17 Update(s)]
- Improved clipping on some crates
- Removed small crate on A Bombsite
- Added arch above the A Bombsite
- Numerous small details (mostly lamps) have been added around the map
- The map now takes place during the time of a setting sun
- Improved visibility all across the map
- Added new room in Middle: 'Storage'
- Patched up pixelwalk on CT Crate (hotfix)

[6/18 Update]
- Added a squeaky door to Atrium
- Added path from CT to Connector for quicker mid timings


i have some dev notes on the change logs page that i wont post here, and i also wont post screenshots of these changes because i want to drive traffic to the workshop page bc im a piece of shit

ive got a playtest on this coming up on the 21st as well, which is dope. will update after that

cya then bois


Share this post

Link to post
Share on other sites

alrighty now that i've got 2 pretty successful playtests under my belt, i'm happy to present some big updates to marine


- Closed up an entrance to T Mid
- Removed Barrels in Storage in place of a door
- The direct entrance from squeaky to Middle is now blocked up
- Added forklift in Middle
- Changed forklift model at Top Mid
- Moved crates around a bit
- Raised planters in Atrium
- Added aquarium (though it doesn't have any fish nor water)
- Added metal cover to Upper B Entrance
- Patched up the long entrance from CT Spawn into B Ramp
- Replaced center crates on B Bombsite with dolphin
- Replaced some B Bombsite crates with pillars
- Added wooden crates for extra cover
- Moved CT Spawn back to patch up a long sightline
- Moved CT Crates around
- Replaced singular door at A Heaven with double door
- Extended wall outside A Heaven
- Replaced Truck with Crates
- Reduced the A Bombsite size
- Removed small piece of cover outside A Main
- Lowered height of Balcony
- Added doorframes
- Reduced height of the A Main entry
- Added Arch and Hallway
- Reworked A Halls significantly
- Added cubby in A Halls
- Moved T Spawn Back to improve timings

- Increased size of cover on top of B Stairs
- Fixed some prop collisions
- Changed out some of the crates on A Site
- Added another crate to Middle's forklift
- Fixed some clipping issues
- Added a wall in Electrical Box to prevent OP headshot angles

heres the new radar bc a lot has changed since the op

i guess now we wait until i can get another playtest in before moving onto visuals, which is pog bc i never imagined i'd get this far


oh ye and heres an imgur album of all the changes from the first update, and i didn't have time to update it with the 2nd updates changes sry

Share this post

Link to post
Share on other sites

pushed a couple more updates, biggest changes are prolly middle, a long, a ramp (could now be called truck tho idk) and ct's entryways into the b site


- Simplified textures
- Opimization
- CT has a new look!
- Moved CT crates around
- CT Ramp on A is now elevated and requires a boost
- Removed self-boost to Upper A Balcony

- Moved crate around in A Halls
- Middle has been reworked
--- Majority of cover has been replaced by a singular forklift surrounded by cover
--- There is now a window and squeaky at Top Mid to prevent easy A flanks
- Storage has been blocked up
- The old Middle entrance from Atrium has been restored
- A pillar has been removed on B Bombsite and replaced with some cover
- A pillar has been made smaller
- A small crate has been added behind the pillar
- The curb on B Stairs has been raised
- Added more crates to CT Ramp to prevent an annoying HS angle

- Moved crate around in CT
- Added more detail around B Bombsite
- Added some detail brushwork to T Connector

- A Long has been reworked
--- It is now indoors!
--- There is a slight elevation shift
--- Detail
- More detail has been added to the B Bombsite
- Clipped off some problematic areas

- A Long now has a grenade hole
- A Ramp has had a slight rework
- A Main has been widened
- Middle's T Side Grenade Hole has been opened up a tad bit
- Potter has been added
- The CT entires to B have been reworked
--- The Lower and Upper entries were swapped around
--- The Upper entrance has been reopened
--- The Lower entrance has been closed
--- The Connector-Catwalk pathway has been closed up
- The railings in Window have been removed

imgur album

radar is missing a couple things but thas ok




Share this post

Link to post
Share on other sites

pushed another small update a couple days ago


i've got another playtest scheduled for tomorrow (7/3) at 1pm cdt courtesy of SE disc which is cool ig

will update after that ig


oh ye and heres the radar since i havent shown that in a bit



Share this post

Link to post
Share on other sites

whats up buckaroos i've done a bit more work for this piece of shit


- Improved clipping on A Bombsite box
- Replaced Forklift in Middle with Architecture
- Top Middle now has cover
- Box in Middle has been shrunk a bit
- Decreased size in pillar on B Bombsite
- Replaced crate with geometry
- New room near B Bombsite: Squeaky
- Fixed texture issue
- Replaced garbage on B Bombsite with Forklift

- Patched up Squeaky room
- Replaced forklift with crate
- Added detail to Top Middle
- Added crate to A Bombsite for easier self boost

- A lot of optimization
- Curbs on B Stairs have been lowered very minimally
- The Dolphin Case model thing has been changed slightly
- Added crate to CT Spawn
- Added decals
- Some textures have been changed mostly around the B Bombsite area

- Made T Spawn prettier
- Remade the Upper T Entry into B

heres an imgur album of the latest version if u wanna see whats changed: https://imgur.com/a/tufMRtb

and then heres the radar lmao


i think i've got the layout itself down to a point where detailing should probably be my next concern because the layout is practically finished i think, biggest changes i would probably be making would be cover adjustments and model replacements (when it comes to that idk)

this has definitely been fun for a first map thing i guess

Share this post

Link to post
Share on other sites

another update after another playtest (thanks to se disc)


not a lot but that is a good thing right

almost done with initial stages of testing yote

heres the radar as well



thats all gangg


Share this post

Link to post
Share on other sites

Join the conversation

You are posting as a guest. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Create New...