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[CS GO Wingman] Vaccine (WIP)


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Welcome to my entry to the Source Engine Discord Wingman Contest. Below here you can find some of my references and pictures of the greybox. For now the map looks really dark but this will change over time. It is this dark because the light setting for the theme is around the fall of the night.

Link to the map: (currently not the new version): https://steamcommunity.com/sharedfiles/filedetails/?id=2099918669

The map is situated in a secret laboratory where the Vaccine for the Corona Virus is being developed. 

Here are some of my references:

 

Spoiler

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Some WIP pictures of the map and the radar:

Spoiler

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  • 2 weeks later...

Hi! Second version looks a lot better when it comes to lighting.  What I'm seeing from the screenshots is that you have very wide corridors with little cover for the players. Normally I like to put some smaller objects for players to hide behind, retreat or just reload mid fight. 

I'm not a big fan of judging gameplay of the map from overview but it seem like you tried to avoid 90 deegree angles turns with angled walls. It only made the map looks "jagged" in some places. I would try to make the turns more fluid with smaller geometry.

Keep it up!

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12 minutes ago, Lizard said:

Hi! Second version looks a lot better when it comes to lighting.  What I'm seeing from the screenshots is that you have very wide corridors with little cover for the players. Normally I like to put some smaller objects for players to hide behind, retreat or just reload mid fight. 

I'm not a big fan of judging gameplay of the map from overview but it seem like you tried to avoid 90 deegree angles turns with angled walls. It only made the map looks "jagged" in some places. I would try to make the turns more fluid with smaller geometry.

Keep it up!

Yeah i need to add some more cover in some of the wide corridors. The "jagged" turns will be fixed in the detailing stage. Currently first aiming to create a decent layout and then detailing + polishing it.

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6 minutes ago, DutchCrazyGamer said:

Yeah i need to add some more cover in some of the wide corridors. The "jagged" turns will be fixed in the detailing stage. Currently first aiming to create a decent layout and then detailing + polishing it.

I think jagged turns are not visual issue but more of a gameplay so I would suggest to work on them now because even if visually they will be more 'open' so for example visually they will look like 90 degree turn but gameplay they will be cut to 45 degrees it will feel off and noisy to some extent. Let me know if thats clear enough to understand :D  

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  • 4 weeks later...

Finally added some more shape to the outside of the facility. (It is not fully detailed yet because i want to prioritize the inside because most of the map plays there, expect more screenshots soon). I will update the workshop page as soon as i have some basic shaping inside the facility/laboratory which i am happy with.

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Yesterday i did some more shaping to the inside. I think i can start on the full detailing proces now, but that can only be proven by playtesting.

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Edit: Seems like there is an error for the radar. Will fix this ASAP. (will do this on the workshop as well)

 

Edited by DutchCrazyGamer
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  • 2 weeks later...

It has been a while since i last posted something. Had a playtest for it that concluded that the spawns had to be shifted a tiny bit to make it more fair and balanced. Also started with modeling the first model (the texturing is currently really bad because i have not been diving that deep into substance painter yet)

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  • 2 weeks later...

It has been a week since i posted anything about the progress of the map. In the end (with some feedback from @Peake) i decided to not use the model for now because it is to underdetailed for a hero prop. I also started with adding some basic textures to some area's of the map. In the pictures you can see some color coding for each area (currently only blue for ct spawn and green for the bombsite area). Here are some pics: 

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  • 3 weeks later...
  • 3 weeks later...

Seems a bit big and bare for a Wingman map, but haven't run around it so can't confirm. I find those greenish trims quite weird, I can see you want them to get the theme of the map through but they don't blend with the rest, to pull off that kind of detailing you need also custom assets to go along.

Good luck with the submission!

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