AlphaOwl Posted June 15, 2019 Report Posted June 15, 2019 (edited) Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1762866894 Setting: Hawaiian Resort during a rainy day Terrorists traverse from the sandy shores of the beach through the long garden or building in the resort (I'm thinking a spa room perhaps?) to A, or can make their way over to the steep hills or pool to middle or B. That's right, middle is part of a pool. Up the rocks is the entrance to Bombsite B, located behind a waterfall, which is directly connected to mid (Whether the cleaningness of waterfall source pouring into the pool is debatable). Middle leads to another cliff into B site, while past the walls take towards CT or A site. Through the building (Spa Room???), terrorists can still head to middle for quick rotates or through another building, which leads to Bombsite A. Bombsite A just so happens to be the location of a courtyard, where a tiki bar and stage are present. Meanwhile, Counter-Terrorists coming from the front of the resort can climb the steep cliff to B or head to the open area which leads to middle or A. CTs can push through an alley to the tiki bar, or head through the local restaurant to take a height advantage the visitors. Gameplay: A site has two main routes for both sides that lead to it, while B site has one main route and is more connected to middle. Right now I'm trying to work out the gameplay mechanics, but the waterfall that's present could be shot through and can be jumped out of, like a one way drop from a site to middle (right now I have a waterfall that can be technically climbed, although it has the properties I desire except being able to climb up it). My inspiration sparks from my many visits to Hawaii and how beautiful of a place it is. Upon looking up "exotic places" online, one of the first results was Hawaii, and instantly sparked me on how wonderful of a place it is. I don't have any direct visual comparisons for inspiration, just sort of the concept behind it. I do have to fix the radar for some building entrances and the lack of the tiki bar (a playable area in the map) but feedback is appreciated! Here's a bunch of screenshots. Still under development, and need some feedback on what to refine: https://imgur.com/a/gpIxOGI Edited December 12, 2019 by AlphaOwl Maritime, Logic, DutchCrazyGamer and 4 others 7
Maritime Posted June 15, 2019 Report Posted June 15, 2019 (edited) I was checking this map out, it's got some really original ideas (namely the waterfall at B). My main problem with the map is how steep many of the stairs and ramps are, otherwise i'm liking what i see. Also I recommend switching your precipitation type to particle rain, it looks way better in my opinion. I can't wait to see this map when it's finished, it has very good potential! Edited June 15, 2019 by Maritime AlphaOwl 1
AlphaOwl Posted June 20, 2019 Author Report Posted June 20, 2019 Fixed the radar, and changed some of the geometry towards the B site for the cliff to prevent less jaggedness. The waterfall is now "climbable" in the upper part, but can be gone through in the lower part. Needs a little bit of editing. Rain has been changed, although may or not be removed for better gameplay. A building has also been properly added towards the cliff and the skybox has been expanded. You can throw guns off into the river, so be careful! gamez7, DutchCrazyGamer and Interfearance 3
AlphaOwl Posted July 9, 2019 Author Report Posted July 9, 2019 (edited) New Update! Additional cover and changes to A site, please give feedback on how they are! I've also increased bombsite size to B, and removed some boxes or rearranged some to adjust with the new gameplay. I'd also like feedback on bombsite B to see if there's any improvements I can make for the map. Download on the steam workshop now! https://steamcommunity.com/sharedfiles/filedetails/?id=1762866894 Edited July 9, 2019 by AlphaOwl
AlphaOwl Posted July 17, 2019 Author Report Posted July 17, 2019 (edited) Here's a new look at the updated radar, fitted with some nice edits. T spawn now has quicker timings towards sites, B site has less direct visual towards CT, heaven also now has limited visibility, and curbs. Also given that I haven't uploaded any screenshots to sell off my map, I might as well give a preview at what I currently have. CT path to Mid/A A site Long to A Middle B site A connector from Mid T Spawn Please give feedback and enjoy! Edited July 17, 2019 by AlphaOwl a Chunk and Gawshaark 2
AlphaOwl Posted July 18, 2019 Author Report Posted July 18, 2019 Added curbs to A site, and positioned the big box to go within it. I've also removed the original planter on heaven. Ct middle now has the tree planter widened, and the building is wider as well. Expect more to come!
AlphaOwl Posted July 23, 2019 Author Report Posted July 23, 2019 Back again with another update on the Haole, this time with a workshop release update! I've curved the entrance to B site instead of keeping it the strait route it used to be. This is so that T's have a better chance of not running into the instant site engagement, although timings will be a bit longer to hit the site. Passing through, they can take a new look at the cave, which now takes over where the river once was (Although technically you can't have a waterfall without a proper cave). The lore behind this decision is that the cave is open to the public, but lately top secret agents have been allowed to enter and store their stealth ships. The professionals accidentally came across these files, and are attempting to blow it up. As for the tiki bar/stage, that'll be another story... The CT Spawn now resembles more like a resort, although more tweaking will commence in order to make it look better. This house up above is a secret VIP deck that guests can enjoy. Or is it actually a ploy to hide secret government info within the depths of the resort? Please give feedback, and I will continue to be working on perfecting the setting, as well as the eventual addition of textures and such. If you'd like to try it out, it's on the workshop too! a Chunk 1
AlphaOwl Posted July 26, 2019 Author Report Posted July 26, 2019 (edited) We're back! With a playtest happenings very soon, I decided to take some edits that were suggested from Reddit comments on my feedback post. Layout: CT Spawn moved back towards front of the resort. T Spawn shortened and spawns moved up. 12 Spawns total for each team. Added lights Connector between spa room and A is removed, forcing usage of A long and prioritizing spa room as an alternative to going middle. Curbs have changed. Breakable glass windows on the roof of A main. New surfboards allow selfboosting into heaven. Water changed. Rails on spa building have been updated. Boat now protrudes through T spawn, adding cover to spawn. New truck on A long allows cover and possible smoke line-ups. Tiki Bar ledge now reverted to being lower. In the meantime, here are new screenshots, of the map, and you'll expect changes after the playtest! Enjoy! Edited July 26, 2019 by AlphaOwl a Chunk, CommonCrayon, Lefty and 2 others 5
AlphaOwl Posted July 27, 2019 Author Report Posted July 27, 2019 Hey ya'll. Playtest came through today, and I'd like to thank the folks who are in the Source Engine discord server for helping out! Here's a general list of future changes to come: Opening up A site and removing obscure cover Changes to heaven More/changed routes to B site Waterfall overhaul Middle changes Layout changes Along with that, more shaping of the map theme will persist.
Interfearance Posted July 27, 2019 Report Posted July 27, 2019 Looks nice, but the buoys are confusing. The floating lines at the beach don't need anything to float them, they are less dense than water. Buoys are for boat traffic not beaches. AlphaOwl 1
AlphaOwl Posted July 29, 2019 Author Report Posted July 29, 2019 Not gonna go over this for too long since there's more for me to work on, but this version of the map is released, and includes: A fixed radar (CT Spawn now fully visible) I nice spawn building for CT (kudos to someone from the playtest!) Wooden walls removed on A Closed bar entrance closest to A main Removed/Changed boxes on A site, as well as making A site a pillar-type Moved boxes of cover from long to allow a holdable angle A squeaky door from A main to tiki bar Widened windows in A main Opened up connector between spa room and A main A rerouted entrance to heaven Removed fence currently Changed entrance to B site connector, leading through the waterfall, and removed previous entrance that leads to B main Waterfall is now fully see-throughable Cliff wall connector no longer leads towards CT entrance to B, but rather to B site as a safer route and to prevent CT easy peeks B site lowered Added/changed boxes on B site, allowing more post-plant positions and cover to hold site More changes will come along as I continue to review the comments from my playtest. Thank you to all who participated! a Chunk 1
AlphaOwl Posted July 29, 2019 Author Report Posted July 29, 2019 Note: hopefully a more aesthetic update next, I these changes will be made apparent in the next update: Some wildlife on the beach (turtles, sharks) buoy change Cave rework a more solid-looking elevator (people sort of got spooked out by it) Possibly increase doorway size for a main to prevent cluttered ness Decrease chokepoints Heaven rework fully Raise walls CT middle for new connector Possible long changes The black palm tree Also name change. Maybe like Aloha, Paradise, Mahalo, or Coconut? I don’t know, but we’ll find out in the next version’s name.
AlphaOwl Posted August 20, 2019 Author Report Posted August 20, 2019 Hey y'all, sorry for the lack of updates, but I'm still here! I've just been busy figuring out if I want to push a visual update or not, but I'll intend to just update on this thread instead. New Info Booth By CT Spawn! New Heaven! (Note: I currently removed the area because during my playtest session, it became evident that it had a bit of an issue with it. Might revamp or possible remove entirely.) New Long! Remodeled Tiki Bar! Expect more updates to come. School is starting, so I'll start trying to pump out as many updates as I can. A few notes though: Should I move CT-Spawn closer to the bombsites? This would probably open up the area more, but allow faster access to sites and such. More wildlife and cave reworks to come! Maybe route overall in general? Removing the original B connector is eminent, and may change connector route for A therefore. New name change to Luau! How do I change the title of the post? Anyways, I hope I can get some feedback, so signing off! a Chunk, C-NAP and Vanx 3
AlphaOwl Posted September 7, 2019 Author Report Posted September 7, 2019 Hey y'all, back again with another blog post! I've primarily revamped CT Spawn, extended B site to play around the elevator, reintroduced heaven as a boost, and added floor texturing. My plans are to start trying to make my own textures and models for the map, but in the meantime stay in tune! New Radar Spoiler Middle CT Spawn CT Main to A/Truck CT Spawn CT Main to B Bombsite B T Spawn B Main/Croissant B Drop B Entrance for T Tiki Bar for A Spa Room to A/Middle Bombsite A A Long Gawshaark, Kokopelli, C-NAP and 2 others 5
Interfearance Posted September 8, 2019 Report Posted September 8, 2019 Mapcore plugs seem a little too big an out of place. Something more subtle like the one on the building in breach, the TV in subzero, or the bus stop in zoo would work better.
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