melc311 Posted April 13, 2020 Report Posted April 13, 2020 (edited) Hello gamers I'm making a map which is going to be set in the narrow streets of Valetta, Malta. I originally wanted to take part in the exotic places competition, but I didn't have much time so I gave up. On the plus side, I did end up with a layout that now I can work on. The layout is smaller than the average map, with contact times and rotates of about 10 seconds, with the only exception being mid, where players from both teams can reach it in under 4 seconds. My intention is to make the middle of the map very important, allowing the Ts to rotate freely if they control mid. My biggest worry is that the map is too small for 10v10. Please give it a shot and tell me what you think, all feedback is greatly appreciated. (Screenshots on the workshop page) https://steamcommunity.com/sharedfiles/filedetails/?id=1932804303&searchtext=limestone Reference: radar: Spoiler Edited November 1, 2021 by melc311 RA7, Jim F Kennedy, Vaya and 4 others 7 Quote
melc311 Posted April 15, 2020 Author Report Posted April 15, 2020 While waiting to do the playtest, I've been working on the art style guide to get a better feel of the theme and to see how many default assets I could get away with. I will certainly have to do model the balconies and a bunch of other specific props. Rump3L, Vaya, Edude and 12 others 13 2 Quote
melc311 Posted April 16, 2020 Author Report Posted April 16, 2020 (edited) I reworked the B bombsite by adding an extra path. I wasn't satisfied with the original design because it was too linear for both teams. I also added a bunch of trees which made this bland area 100% better looking, it almost feels like cheating! I would love to get some feedback on the new layout. Edited November 1, 2021 by melc311 RA7, dmu and Kantalope 3 Quote
Roald Posted April 17, 2020 Report Posted April 17, 2020 Hi man if you want feedback on the layout I suggets you to do some playtests. Rather do that now its greybox then later on. Interfearance 1 Quote
melc311 Posted November 1, 2021 Author Report Posted November 1, 2021 Hi folks. I've been slowly reworking the layout and remade bombsite A from the ground up to be more interesting game play wise. I'm planning to do another play test soon after I redo bombsite B. I updated the workshop map too. Give it a try and tell me what you think so far of the new A site. blackdog, Mr.Yeah!, slavikov4 and 11 others 11 3 Quote
ThunderKeil Posted November 17, 2021 Report Posted November 17, 2021 (edited) @zastels I might be wrong but I think you may have misinterpreted what melc meant by 'needing' models. I don't think he meant he's concerned his brushwork is of insufficient quality, just trying to prevent the waterindice limit from having an aneurism Detail brushes are great for unique instances, they're not great for a (complex) object you intend to duplicate more than 17 times [edit] I can only assume you do not know what props are. I will not be continuing this conversation in this thread as it it disrespectful to the creator. If you wish to discuss it further, please make a thread of your own. Edited November 17, 2021 by ThunderKeil blackdog 1 Quote
Vaya Posted November 17, 2021 Report Posted November 17, 2021 (edited) Quote Counter-Strike maps are not supposed to be filled with props, the proof is in the maps that people choose to play. ? Edited November 17, 2021 by Vaya Serialmapper and Lefty 1 1 Quote
Evert Posted November 17, 2021 Report Posted November 17, 2021 The level looked good, dont necro the thread with nothing to say. Vaya 1 Quote
MadsenFK Posted November 18, 2021 Report Posted November 18, 2021 (edited) zastels is stuck in time and contradicts himself after getting sent proof, but anyway, I can't wait to see this map detailed with beautiful props, displacements and the newer source engine lighting so it really reflects the real place of Valletta The layout isn't going to be functionally different if you detail wisely, keep that in mind Edited November 18, 2021 by MadsenFK Lizard and Vaya 2 Quote
Vaya Posted November 18, 2021 Report Posted November 18, 2021 9 hours ago, zastels said: Most of those maps started off zero models. Dust, Office, inferno, train, italy, assault, cbble, office, mirage, so why are you confused? None of these maps are functionally different because of models. Their layout is locked into time because of the brushwork. stop trying to torpedo this guys project just because you are clueless. Lizard, celery and MadsenFK 3 Quote
Epic Posted November 19, 2021 Report Posted November 19, 2021 Keep up the good work! Map looks beautiful! Id love to see it in a playtest or two before release. I haven't personally ran around the map however the layout seems interesting seeing the radar image, will run around this when I get time! Quote
melc311 Posted April 8, 2022 Author Report Posted April 8, 2022 Small art guide update and trying to put it in the map bit by bit to get a vision of how the map will look. Jim F Kennedy, Mr.Yeah!, JackT and 6 others 9 Quote
melc311 Posted March 18, 2023 Author Report Posted March 18, 2023 (edited) Hello everyone. I've started working on this map again. I've updated the Workshop map with some of the changes I've made after a recent 6v6 playtest. In this version hopefully the Ts will be able to counter CT rushes better and have more breathing room for setting up bombsite attacks. Also tweaked a bunch of the cover around the map, especially on A site to limit the number of angles. Still have to work a bit on the back of B site, it is a little bland at the moment. https://steamcommunity.com/sharedfiles/filedetails/?id=1932804303 Also thanks @cl0sur3 for inspiring me to start working again on my map! Edited March 18, 2023 by melc311 Freaky_Banana, zombi, Anarchy and 2 others 5 Quote
cl0sur3 Posted March 19, 2023 Report Posted March 19, 2023 Your progress has been so great. I'm pretty jealous of your overall Malta-vibe, very recognisable! Glad you're working on it again! melc311 1 Quote
Anarchy Posted April 15, 2023 Report Posted April 15, 2023 Looking forward to see some updates. Looks good. Quote
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