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Posted (edited)

Rampart takes place in the Pacific in an abandoned bunker installation from WW2.

I rampart_mockup_01.thumb.jpg.d503eed310cdc6121a50f33d92acb1fa.jpg

have a rough untested layout and some mockup props. I mainly try to make the two bombsites thematically stand out: One is a derelict research lab where super soldier experimentation took place (a large vat with a skeleton soldier) and the other is a haubitzer canon.

I also try to work in alot of circular and organic shapes to get away from the typical straight lines that a grid based workflow can lead to.

rampart_overview.jpg.016081e34d31441a55e3195da98de58b.jpg

Another quirk on the level that i would love some feedback on is the breakable door/gate on the B site. I know these things can be controversial but i want to give it a try and if it doesn't work out i might try something else.

de_rampart_mockup.jpg.f4980a7d0b26dc70a6b66f8dfbfe16d8.jpg

One of my main motivations for this map is to create as many new materials as possible with substance and really make it look gritty, aged and worn out.

I hope I have time to complete this one, but i think its pretty scaleable in terms of the amount of polish required.

Feedback and comments are welcome!

Workshop Version

Edited by spa
updated workshop link
Posted (edited)

This looks really sick, I'm a big fan of how the layout is looking so far. Especially B, which I think the two T routes towards it have the perfect balance of being connected, yet distinct. A few things I don't love is the extremely long sightline from the B window/platform bit, and personally I don't like the alternate T entrance to mid that features the staircase, as it's basically a massive piece of headshot cover. A site is pretty cool as well, but I feel it's dangerously similar to B's structure in it's current state, and I feel like A long is missing something but idk what. 

 

Also this damage is an absolute dealbreaker ?

 

Edited by OPzy
Posted

@OPzy Thanks alot for the comments! Definitely something for me to keep in mind. I agree that A might need something, maybe either entrance from CT side could be tweaked somehow.

2 hours ago, OPzy said:

Also this is an absolute dealbreaker ?

Hah, going right for the jugular! Yes i suppose that bit is somewhat controversial as well, but i felt like some sort of ammo-crate-drop could make sense next to the "pillbox" but it might be a little too crazy (i was thinking vent-drop on nuke, but being wider is maybe just too random). Also it might be redundant if i slightly rethink the stairs going down.

Posted (edited)

Update: Workshop Version

- Fixed the long sight line at B from bridge to connector

- Added a wall at the A entrance:

a_entrance_wall.jpg.ba68f85e6c27eca1b0dd3fbf46e08eed.jpg

I think this wall fixes some issues with A. It was feeling a bit too open, but mostly there was just way too many positions to check as T coming into the site (see the top left pic) Now its much cleaner to check the different encounter spots AND the powerful sniper position for CT is still intact but more interesting to interact with (pop a flash through the hole in the roof and run up to the wall and you now have 2 points of attack)

The only downside is really visual. I liked having the big vat/container greeting the player coming into the site, but i guess i cant have it all.

Edited by spa
updated workshop link
  • 1 month later...
Posted (edited)

Long time since I posted here, but Ive been busy playing around with materials and props that I know I need no matter any layout changes, as well as trying to refine some of the spaces that feel "safe" without over-committing.

Ive had one play test (props to the Source Engine Discord Server!) that was a pretty cool experience with lots of informative and constructive feedback. However I will definitely need another play test soonish with the new changes even if they are relatively subtle:

  • blocked some nasty sight lines on long A and added a small cover
  • made pit at A less deep and lowered heaven position (definitely focused too much in aesthetics there)
  • moved Tspawn back a few inches to give CT more time to get to mid
  • expanded box at B and reduced sight lines
  • expanded wall at B to make it harder for T to get to site.
  • moved the bridge at B closer to make it easier for CT to cover position.
  • lots of small stuff!

Changes are not online yet as i only have the old grey box but here's a few teasers until i get it ready with new radar etc.

20190820224710_1.thumb.jpg.e98189d5ee28e84d47ee7e410647404d.jpg

20190820224716_1.thumb.jpg.7d4e4df98283e528f014d36fcbb96033.jpg

20190820224742_1.thumb.jpg.3dd4f16e135f08b29beb2254432fbb67.jpg

 

Edited by spa
  • 2 weeks later...
Posted (edited)

Major update: Workshop Version

I consider this the alpha version of the map, with most surfaces textured (a few props withstanding), albeit at an early stage. Alot of the geometry still needs refinement but represents the overall ideas.

de_rampart_radarfix.jpg.8ffcc956d8185cbd40aebc51417f4db2.jpg

 

20190901154221_1.thumb.jpg.1ac48c852c246fd29e42aa6988607dc1.jpg

20190901154234_1.thumb.jpg.1d3a4eb43275f4d3dedae81cd50e3c51.jpg

Any feedback is valuable at this stage, and I'll submit for another play test soon.

Thanks!

Edited by spa
updated workshop link
  • 1 month later...
Posted (edited)

Update: Workshop Version

Had another playtest and got another round of great feedback from the Source Engine Discord Server.

There were some issues that Ive tried to fix but also some polish since last - finally got my skeleton soldier in with his Arisaka rifle!

skeleton_soldier.jpg.4a649f8c117b71875f4a9ff6df71ca10.jpg

The container he is in still needs a bake/texture pass.

The main thing i was struggling with was to give the CTs more agency on the A bomb site as well as post plant options. I even tried to add a long path behind the site, but it hurt rotations too much and was probably also a bit too OP so i ended with a comprise "shed" at the back of site, which can also be scaled with a skill jump up to heaven from the opposite side.

20191026135813_1.thumb.jpg.4f78d80350f58432957887cf9d2819ae.jpg

Also fixed a broken boost and a really nasty sight line break from T into the B site boost which took a little remodeling.

I brightened alot of the textures which i think really helped on both the visibility but also just the general look.

Im pretty happy with the layout atm but please let me know if anything seems out of order!

20191026140048_1.thumb.jpg.f34c6bf90805c9787834a09bcde00140.jpg

20191026140029_1.thumb.jpg.a9c32e7a49c7d672f428676fe3fef3fb.jpg

 

Edited by spa
  • 3 weeks later...
  • 4 weeks later...
Posted (edited)

Update: Workshop Version

Some progress here, but still far from finished. Im trying to balance assets building and actual mapping in hammer. Here's what a-site looks like so far:

20191215221431_1.thumb.jpg.1595b2b714d629bf9ad199c5e2dac8be.jpg

20191215221420_1.thumb.jpg.078cbfb6f2df2b01fc7a1fbeb5a59db7.jpg

20191215221407_1.thumb.jpg.d83509c84f5121938f114898bd0413e5.jpg

There's still a ton of stuff i want to improve here (like making the ramp into a staircase!) but other parts of the map needs attention. Atm im looking at making the actual ramparts into props for better geometry detail and mapping. However turning BSP into props has it drawbacks (as ive learned the hard way) Its extremely limiting what i can do in terms of decals/transitions with regards to damage/rust etc, but some of the shapes are just too complicated to make with bsp.

I wish i could spend all the remaining time just noodling around with materials and textures!

Edit: seems like theres an error in the uploaded bsp for a single prop. I will update asap.

Edit: Fixed! (also added another custom WIP rampart section)

Edited by spa
updated workshop link
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