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Hello, just getting back into mapping after a few years and just wanted some general ideas and criticism on a project I've been working on for a while off and on. ive torn it apart and reconstructed quite a bit since the original version. 

Here are the top down maps, one with terrorist routes

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maproutes.jpg.f8530038c53b1a83bd7c2cc8425cdef0.jpgmap.jpg.a04c366460d867274c55ad424a3872ec.jpgmap.jpg.a04c366460d867274c55ad424a3872ec.jpg

And shots of t spawn and ct spawn

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tspawn.jpg.1091228c126f7e2f514324ebc151b2de.jpgctspawn.jpg.cfa6e6216a6027d349f612193e9f6686.jpg

2 choke points to site A

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midchoke.jpg.fdae0dcbf33d8a973b4c4ab12cc2202f.jpgachoke.jpg.15291a15e2e0804ed65e55bbb01977d6.jpg

site A

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asite.jpg.55d172cb05e5e367e0fc11ed68ab14b6.jpg

I'm still working out b since it is also ct spawn, going to change it, I don't like timings. I will be looking to playtest the rough in soon.

Edited by phantasmagoria

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Ok, I've been doing a lot of tear down and rebuild, I need more interesting angles and less blocks so I'm currently working towards that.

Here are a few screen shots of some updates as well as testing theme and color.

Updated tspawn, added a tunnel to the right side of middle for balance, also cleaned up the unnecessary route to first door at fountain choke at long a

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20190818202313_1.jpg.738965270207cdcccead055585dbe11d.jpg

Updated fountain choke, made the left path meet from long instead of coming in from mid and was playting with texture

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20190818202341_1.jpg.d3b376cd9b40024e03bcdd165f4aed3f.jpg

Not much change at A site, just added some minor detailing and color, added a view of the back loop around sniper spot from apartment/mid

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20190818202437_1.jpg.35e23b71e4c68dae3b040310e618a414.jpg

A shot for the sniper balcony at mid overlooking the intersection. I removed the old wall and railing and an working on a new concept in the bottom left, i didn't like the original plaza area.

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20190818202447_1.jpg.8d2dddecbfc7b11350eb1b7420bd0eca.jpg

another look at mid being reworked as well as reworked tunnel from tspawn. simplified the idea and blocked route to left side mid forcing tunnel to go around for a flank on the ct approach at trellis upper. reworked stairs/ramp down to mid to be longer and more dangerous

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20190818202530_1.jpg.fff8fdfcd008d958edbb1f045deed1ef.jpg

added a side room to the mid stair tunnel to B to help with negating snipers up the hill and add more spots to watch for if cts flank around from the right.

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20190818202555_1.jpg.e042e9e3460c921bf708a395f0a032ff.jpg

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20190818202547_1.jpg.ea8e71529beb9dab7e5c39b1b16f7dc3.jpg

Tunnel to B has been redesigned and added los blocking hiding spots with a climbable area of scaffolding to try to peek into the bombsite.

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20190818205621_1.jpg.e9dc6783fdeaf9cda7a4a14889344bf4.jpg

as you can see it is still in pretty early development, i am still trying to figure out site B and long B.

Edited by phantasmagoria

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Not that you said the currently displayed textures are final, but if you're planning on keeping them I'd recommend otherwise. Although layouts are of foremost importance, visuals may also go a long way. In this case, I'd say that the lack of custom assets blurs any new (or exotic per se) theme that you're trying to get across. When I look around this map I see Inferno and Dust II, but not much that establishes your map's identity. The direction of your map in terms of layout seems interesting, and think it'd be magnified by some original assets rather than Valve ones. Although this may not make a difference in the eye of most normal players, it certainly does in regards to Valve and other mappers. If you don't know where to start with custom textures, I highly recommend learning Substance Designer. It's free if you are a student, and easy to forge your way into if you are not.

Good luck!

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Thanks for the feedback, much appreciated. I keep tearing it apart and rebuilding stuff, and i am working on custom textures once layout is finished, had to struggle to get vtfedit to work on my computer but works fine now. also ill look into substance, no longer a student so i lost ps and a lot of other tools, would like to make custom assets but don't have any skills with modeling. I was thinking of scrapping this map for the contest and going another direction - a cs map where Somalian pirates have taken over an island resort recently devastated by a hurricane/tsunami/cyclone etc and are keeping hostages they captured from a wealthy yacht.

anyway here are some updated shots -

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20190901144522_1.jpg.b8b0290406e738d155449b8e451e00ba.jpgupdated t spawn

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20190901144549_1.jpg.58f09e81585464580170b88f2b3a9f25.jpgt approach to mid and upper

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20190901144606_1.jpg.616e88b1cd9d144ec7cff44a8154e436.jpgupper overlook hole, opens to a room with a door before entering the overlook will add lighting sooner or later.

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20190901144747_1.jpg.da1ba2d0dbd882a7323548a8470db192.jpga look at two ways to b, which is still being developed.

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20190901144800_1.jpg.e1d8f0f7ac50449615dd8792bcc97790.jpgleft alley to mid, gets cover from overlook but still vulnerable to rifle fire, also notice the boxes along the ct side overlook, can use to shortcut into b. ts can climb to look over, cts can not climb back over from mid.

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20190901144933_1.jpg.e216e953328baaaaa18d97cbae5bb8b3.jpga general overview of the reworking of the original, looks nothing alike.

 

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