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Posted
1 minute ago, DazRave said:


Shouldn't be a problem, I've already got the shop front 'openings' blocked into hammer which gives me fairly accurate window sizes. I can then provide the rest during this weekend. Appreciate anything you can provide massively.

Wonderful! I'll move this conversation over to PM's so we can keep discussing ideas. I've already got my model creator open :)

Posted (edited)

Update 4

I'm happy to report that I'm now collaborating with @That50'sGuy who is providing some very dandy props and textures for me to use in order to make the map really pop.

Can't thank him enough for spending time helping me when he also has his own map, Blossom, to think about! Make sure to check it out.

As for the map itself, I've started work on bombsite A which is a luxury jewelry store. Not much time has been thrown at this area yet however I wanted to share some update photos and announce the collaboration news.
 

Spoiler


LwKaVg1.jpg

0kvd1Vf.jpg


In other news, during my research of the Mall that i'm basing this map on, I found a few unknown facts about it. Long story short... the local news picked up on my findings and reported about them.

You can read about it here

Edited by DazRave
Posted (edited)

Update 5

So yes, it's official. I'm on the team!

Some progress has been made on the jewelry store, and the upstairs movie cinema has started progress.

The cinema is primarily inspired by the looks of GTA Vice City, I just love that game's atmosphere... Also, those movie posters are all references to maps I'm working on. Thought that would be funny.

B-Site has also had progress made, it still needs some proper TV models, but those are coming up!

Lastly, the first of a few service corridors has been created. There will be more to come.

Spoiler

20191108111433_1.jpg.15dd2216bd570f431625f3a3b4ff7c02.jpg20191108111421_1.jpg.b9f9fe3d3fcf8c53e5ce9ebf2b272599.jpg20191108111426_1.jpg.cabe9428c74a3d158c1037316b32df38.jpg20191108111552_1.jpg.4578829c5dd1620e89b154a719c1bb8f.jpg20191108111437_1.jpg.d10e82d9fc845060dc6fbb318b7b2821.jpg

 

Edited by That50'sGuy
Posted

Like @Roald I haven’t read all that text tbh.

The progress you’ve made is impressive, it’s a challenging and impressive project!

What I don’t understand is if the main halls are playable areas or not. If they are, how are you planning to deal with the incredibly long sight lines?

Posted
On 11/14/2019 at 1:07 PM, blackdog said:

Like @Roald I haven’t read all that text tbh.

The progress you’ve made is impressive, it’s a challenging and impressive project!

What I don’t understand is if the main halls are playable areas or not. If they are, how are you planning to deal with the incredibly long sight lines?


It's a good question and was one of the risks we knew about at the start.

So, the lower mall corridors has most cover provided by a combination of store kiosks, advertising boards and other usual mall furniture. Taking inspiration from a lot of 'mids' from other CSGO maps, there will still be relatively long lights but not so much that it's impossible to advance.

The higher mall corridors are extremely open, if there's a competent sniper in the correct position then without flash bangs or smoke it will be near impossible to run down. However, where there's high risk there's reward, as it's the quickest route to both bombsites.

Another factor is the time it takes to get into position for snipers. CTs and Ts both start at the end of a mall corridor with a 90 degree bend separating complete line of sight. Both teams would arrive in the middle at roughly the same time if they were to charge at each other. Both teams also have 2 alternative routes they can take to advance towards the bomb sites via accessible stores, mall service areas/corridors and a cinema.

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