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Posted (edited)

This is the first ever mapping contest that i'm taking part in so i'm really excited to see how this goes, good luck to all of ye!

I decided to go with a map based on a cathedral/basilisca after a bit of brainstorming with some pals. i thought of basing a map in India or Japan but i'm personally more familiar with European designs and well cathedrals just look pretty cool. I'm still not 100% sure where this map will take place (as in which country), but i'm certain that it'll be somewhere in Europe.

Should probably mention that this map will most likely be called something else when it's complete.. Or atleast i hope so.

Here are some references:

https://imgur.com/zrjFdHn

 

Mid and A site will take place inside the cathedral while B will be set in a garden just outside. This will probably make it harder to do (for example) a smoke execute on A/Mid but i'm hoping that i can solve that by either opening up windows, vents, etc or design the site in such a way that allows terrorists to execute without having to throw smokes across the map. I'm also worried that the map is too big or that players might gravitate towards A and Mid considering that it's faster than going to B. I Haven't been able to playtest this map with friends/other players so far and i'm not the most experienced mapper so thoughts/feedback would be extremely helpful!

de_cathedral_wip.jpg.48d48aca4d7e3d712660de1c240d4db3.jpg

Edited by Estamie
  • 2 weeks later...
Posted

The lighting is a bit wonky at the moment but here are some screenshots.

 

B site:

20190718105539_1.thumb.jpg.cf3a9ca176af4b8833bedbc6ac2c7a51.jpg

 

T spawn:

20190718105549_1.thumb.jpg.781fbd6e4a4f08012fe37c67c5b36669.jpg

 

Mid:

20190718105555_1.thumb.jpg.fb0cd0b1b7076f2a7cfeb54a7f2027ea.jpg

 

A site/CT spawn:

20190718105604_1.thumb.jpg.e93ea14cd8c41980402b3c41385ddb4c.jpg

 

Corridor between A and B:

20190718105609_1.thumb.jpg.cf0e20077a131303c439f99a081dce15.jpg

 

Corridor between T and A

20190718105617_1.thumb.jpg.40318abc9397adf60a9458f0a9edd76d.jpg

 

 

Posted

 

Don't be afraid to use brighter textures and more lights, otherwise players will hardly be seen against walls and it can become frustrating. Lighter spaces also feel more open. You can still do mood lighting as long as you can clearly see other players. Good job so far tho :)

  • 2 months later...
Posted

Just as a heads-up for a big mistake I made when participating in the CEVO 2014 contest, make sure to get the scaling right from the start. Back then I wasn't really used to good matchmaking and units etc, and ended up with a cathedral the size of a planet: https://gamebanana.com/maps/181217

This is looking very promising, I'm eager to see the final results ?

Posted

The map is slowly taking shape but most parts are still a bit rough and/or unfinished. I've spent most of my time working on the sites so t spawn, mid, and both connectors are still pretty basic at the moment. I've added more lighting to the map, but some places (like A site) is still pretty dark at the moment.

Here are some screenshots: https://imgur.com/a/yntJ3Nt

I should probably also mention that most (if not all) props are going to be from other official maps. I'm not the most experienced mapper so making my own is not an option at the moment, though i have considered using royalty free props if there are any out there (haven't really researched it that much).

 

  • 2 months later...
Posted

The map is slowly coming together but some areas are still rather bare. Places like both connectors, A site and the route leading from A site/CT to B have pretty much been collecting virtual dust the past few months but i'm hoping that i can focus on those spots now that i have a bit more spare time on my hands.

https://imgur.com/a/c3jB2Nq

There's still a lot of problems that need to be fixed (like the radar image, skybox, weird props/textures, etc) but i'm going to make the workshop submission public if anyone's interested, however the map is still barerly optimised so i apologise if it runs like garbo (runs at around ~190 fps on my i7-4970, gtx 1070 ti pc so i'm hoping that it's good enough for now)

https://steamcommunity.com/sharedfiles/filedetails/?id=1797218805

  • 1 month later...
Posted

While still not 100% finished, it's generally speaking complete-ish. There's now a working (if a bit rubbish) minimap, areaportals, grenade clips/clips wherever i could put them, and i've detailed some previously boring/bare areas. However the map isn't really as detailed compared to even older CSGO maps so it'll most likely suffer in the "visually pleasing" category (if not all of them), but i'm still happy with it considering that this is the first bomb defusal map that i've actually completed/published and to be honest i'm kind of eager to work on something that isn't this map.

https://imgur.com/a/7CVFa0m

There are still some things to do before the deadline. Those things being adding cubemaps, touching up the navmesh a little, detailing distant scenery, and fully compiling it. It's still also possible that some probs are missing but it should be fine for the most part.

The newest version (26-1-2020) should be up on the workshop now.

  • Estamie changed the title to de_cathedral
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