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[WIP] De_Luau

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22 hours ago, Interfearance said:

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.

Yeah, I guess I have those there sort of like placeholder decals. Probably will work on something like that during detailing!

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23 hours ago, zoomba said:

Looks pretty authentic (i live in Hawaii)

Needs some "Brown Volcanic Lava Stone Wall", a really popular material in Hawaii.

Thanks for the suggestion! My family tends to travel to Hawaii a lot, and one thing that I thought would be nice to go for were the beachside homes near the coast, whilst still not being super abandoned from society (thus sort of the reason why it's in a resort). I really want to share the experience I've had vacationing there, so I try to keep it pretty surreal.

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  • 4 weeks later...

Hello everyone! Here's an update after the playtest, which I've primarily been waiting on!

After gathering some feedback on the changes (which have been quite a while), I can put together a list of the things planned for working on.

  • Better B rotation for CT
  • B to T middle angle is too vertical, needs to be covered better
  • Work on A cover
  • Less steep positions
  • Less corridors in connectors
  • Brighten map
  • Less refract on waterfall
  • Make bar a more contestable position
  • Move up CT Spawn or push back T spawn

Only after these edits are made will I focus more on the aesthetics, but still being worked on so I can get a better envisioning for the map.

Anyways, back to the grind!

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  • 3 weeks later...

Hey everyone! Quick update! 

Decided to go mostly independent models. Recently learned Yanzl's models are for non-commercial use, and well...

Anyways, I'm also enlisting the help of my friend, Ties, who hopefully could get some work done while I'm busy, and fine tuning the theme and layout.


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  • 3 weeks later...

Hey y'all. Been busy with Ties reworking the map, and so far as for screenshots, I have the current radar, as well as one with with design details. 

Here are the major changes and probably more to come.

  • CT Revamp (which includes closer/changed routes, new ct middle)
  • New route around the original restaurant to A (needs playtesting)
  • New A connector (May need playtesting)
  • Widened Middle which is now more open
    • No T middle planter
    • Wood wall on B connector to engage in closer duels (Thanks to ExtraChessyPie(?)!)
  • New B routes leading onto site
    • Drop has now made as a higher elevated walkway onto the bombsite
    • Side route has two purposes: A drop from CT backsite (which was where window was) or boosting up into the elevator
      • New wall to separate backsite from bombsite, with CT being the only entrance there or boosting up the drop.
  • Reworked A main routes onto site
    • Path into bar has now been made a long corridor, exiting out into site, with a smaller bar at the back.
    • New A roof route where you can throw smokes and exit out of.
  • Possible A site rework!



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  • 2 weeks later...

Hello y'all. It's been a while.

After a month of work and preparation for a playtest, me and my boy Entities are here to give you: Update A20!



Massive changes to the layout overall, which I'll go into detail here:

T Spawn:



To increase B and Middle timings, I've widened T spawn with new rock cover to adapt to the new CT spawn size (which we will cover next). Hopefully this will work out well, but if not, there will be a work around.

CT Spawn:



Created by Entities and detailed by me, we decided to remake CT spawn to provide 2 things: faster rotations and aesthetics. With the new CT Spawn, we provide a new reimagining of how the inside of the resort would look like, primarily the lobby. We also cut down rotation times slightly, and new routes to sites have a couple shortcuts as well. Hopefully these routes will be worked on after our playtest.

A Main:



With changes from Entities, we decided to fix the issue with many similar entrances of A main and the repurposing of bar. So we've removed the original entrance out of A main, meaning that the new bar provides the one sole entrance. There's also added cover to hide behind for T's in lounge room,  that way it's easier to pick off the player at bar. If T's want a faster entrance out to A, then they're gonna have to fight for it. However, what does that mean for the additional entrance?

*NEW* Balcony!



The new balcony area allows you to throw smokes out onto site, to make up for the now-gone windows. Watch out for heaven though! Make sure you take down whoever's there first before executing. There are also boxes on A site that allow you to boost up to balcony, although that might be changed.

A Site:



In addition to the current A site, we've added a planter for head-height cover, and have added an additional long route for the CT's to enter the site, which can also be smoked off too. Don't fall into the water! There's also a new back site area, where the old connector from middle used to be.




Middle doesn't seem like it's changed, but the dynamic is now much more different. I'll list notes:

  • From new CT Spawn, comes new CT Middle. 2 Different entrances, with different angles.
  • Pool is now longer, and rocks from B connector now extend farther into it.
  • B Connector now covered by wallbangable wood wall for closer engagements.
  • B connector is now a little bit wider.
  • Waterfall on B connector is more transparent and easier to see enemies through.
  • T Middle now has the old extended towards the middle of it, and rocks now cover the back of t middle.
  • A new locker wall (and bathroom) have been moved up towards T middle to provide more additional cover from middle.
  • A connector is now shorter and much quicker to rotate to from middle.
  • Removed floaties and placed as barricade for little pool bar by CT middle (just a detail).

B Site:



Although B site was highly favored by many during the playtest, me and Entities decided to revamp it to provide some new zest and to fix some of the issues people found. We've changed the drop route to be more of a catwalk route up into site itself, with a window for throwing smokes through. There's a new backwall on B as well, providing heartier cover for CT's coming. We've also covered up the back of site to provide a new area to protect the bomb from, throwing nades over and through a small window that can easily be jumped through. You would think the only entrance is through CT, but that's actually different...

*NEW* Drop!



We've created a new drop zone, that used to be the unplayable area in B main! This allows CT's to produce a counter-active rush, in contrast to the speed of T's pushing the catwalk. If T's are able to gain control however, they can go boost on top of the light in drop room and use it to go up into the back area of CT.


I can't wait to test this out with people, and hopefully we can be towards the stage of finalizing the layout. Thanks for reading!

Edited by AlphaOwl
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1 hour ago, csWaldo said:

Could you post the brightness and ambient settings of your light_environment? The light looks quite yellow and dark to me, making the map look very 2012.

that and the shadows are waaaaaaaaaaay too dark. Add atleast 150/200 brightness value to the shadows. 

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Hey y'all. Back again with an update from the playtest.

Many suggestions asked for revisions similar back to the A15 version and simplification, so here are my notes:

  • Removed Long and Drop (simplification)
  • Changed B catwalk route back to drop route (in development)
  • Rerouted A main route to lead into connector (currently in development, may change)
  • Spa Room house closed off, connector inbetween T middle and remainder spa room (The most notorious entrance was directly in middle, but that allowed long sightlines from the building and middle. Gives new purpose to T middle now.)
  • Balcony staircase now on A site, staircase extended into spa room
  • CT Spawn made shorter and faster (currently in development)
  • Middle now has 1 sniper nest window, and 1 middle passage (may change)
  • Opened up CT backsite on B, as a raised platform (may change)
  • B extended to take up more space and more plant routes
  • Rerouting of B CT Main (currently in development)
On 11/27/2019 at 1:54 AM, csWaldo said:

Could you post the brightness and ambient settings of your light_environment? The light looks quite yellow and dark to me, making the map look very 2012.


On 11/27/2019 at 3:41 AM, Roald said:

that and the shadows are waaaaaaaaaaay too dark. Add atleast 150/200 brightness value to the shadows. 

These two I will do. I also got suggestions about it, so hopefully I can fix up the lighting to look a little bit more natural.

Hopefully some update shots later on!

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  • 2 weeks later...

Hello! Update time!

Besides doing the fixes, I have also reworked long to be as steep and not 45 degrees anymore. The original angle is still there, although now there's a little bit of a safer area to hide there. We have also extended the upper A main building to take up the 45 degree area, and although this will now mean new smokes, it provides additional cover long.

Here's what's left on the list:

  • Change the catwalk route to be useful somehow
  • CT Spawn made shorter and faster (currently in development)
  • Better lighting
  • Fixing up the map/updating aesthetics
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  • 2 weeks later...

Want to hear about the update?

Rocks. Lots of them.

I decided to naturalize the world a little bit more, and added many cliffs and such to the map. 

Oh, you want the real updates, huh?

  •  I changed up Long A to provide more cover and priority to the T's, and to make a more realistic balcony area.
  • Heaven has been reintroduced back into the map to make up for the removal of CT Long.
  • The doors have been flipped on CT side. The bar and A connector are now combined into a single route.
  • CT Spawn has changed, with a new sniper nest taking place where one of the middle entrances were.
  • T middle has been reduced to one long wall, which can be boosted over.
  • B site CT entrance has been changed, and drop zone has been removed as well. 
  • Finally, I removed spa room and replaced its purpose with a connector between A main and T middle, providing better utilization of routes.


If you'd like to see more, here's a link to the imgur album!

Happy Holidays!

Edited by AlphaOwl
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  • 4 weeks later...

Hey guys, I have an important announcement to make.

With the deadline nearing, I don't think we can make the completion period for the map. We messed around too much with the layout when trying to find solutions, and went too progressive towards trying to fix stuff. Another issue was lack of experience, as although I have made maps before, I've not been able to hone in on making textures or models. On the team, it's just me and Entities, both mappers who are very busy with their personal lives.

Nevertheless, we intend on finishing up the map. We won't know how long it'll take, but I want to feel like we came out of this with some valuable understanding and should we ever enter another contest in the future, we will be more prepared. 

I wish the best of luck to all entries. Practically every once and a while, I check the entries and their progress, and it's so amazing to see it. Hopefully Entities and I can reach that level of beauty in the future.

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