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  • DeadKnife changed the title to Submarine

Removed T catwalk as it was unnecessary and basically one way. You'd have to go through T spawn to rotate. So I decided to cut it out, both for gameplay and simplicity.

Widened some corridors, but a few more still need to be widened.

ContestMapRadar3.jpg

Bombsite B Concept: "Engine 1" (There is 2 just for logic. Second one not shown on map though.)

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  • DeadKnife changed the title to De_Submerged

Minor changes and a very little bit of cover added. More cover will be added soon.

And an idea I got: Since this is exotic places and gameplay, what if I added a centralized buyzone for both teams an equal distance apart? Thoughts?

ContestMapRadar4.jpg

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Workshop update: https://steamcommunity.com/sharedfiles/filedetails/?id=1783407163

Changes:

More props and cover added. Replaced all lights with red, much like a real submarine in deep waters. Not too red though, as we still need to see where to shoot.

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ContestMapRadar6.jpg

Also, two details at both spawns. Ts have an emergency minisub, and CTs have an armory.

20190629215447_1.jpg

20190629215423_1.jpg

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  • DeadKnife changed the title to Submerged
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    • Maginot [Wingman]
      Hello everybody!
      I'm creating a map (based on the Maginot Line) for the Wingman's Contest - provided by Source Engine's Discord.

      I started the map 3 weeks ago and I'm on the detailing phase, slowly progreeding area by area, worried with the time left. I decided to follow this strategy: detail 75% of every area and after that (and gaining some time) I'd put some final touches + polishment + optimization.  

      I wonder, should I keep doing it in a hurry or is it better to make it with no rush and patience (losing the deadline)? There's still a lot to do and I'd like to hear your opinions...
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