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DutchCrazyGamer

[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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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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