wazeecha 39 Report post Posted November 26, 2020 (edited) cs_sapper is the third project I've put serious effort in since picking up Hammer as a coronamapper this past spring. Since July, it's gone through a good handful of iterations, but I think it's now at a stage where the layout is mostly finalized and I can move onto fine-tuning and detailing: Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=2259031029 I wanted to make a hostage map since the majority of the focus seems to be on de_ maps. That said, the original idea did start as a defuse, but the only surviving features of those early designs is the long main: Spoiler First de_ layout design with timings: (July 2020) Converstion to cs_ : (Aug 2020) Further cs_ iterations (slowly starting to resemble the current layout): (Aug 2020) The map is centered around the Diamond Exchange Building and the Clocktower, the first structures I built before I even knew what the map would really turn into: These are both based on references from real-life locations: Spoiler Diamond Exchange: Clocktower As far as reference goes: the map is loosely based around the city of Bo, in Sierra Leone. There's going to be a heavy West-African theme I hope will come out more as the detailing progresses. (Oct 2020) Original Alpha 1 Gallery: https://imgur.com/a/TNKtgTH (Nov 2020) Current Version: https://imgur.com/a/u0aa3j4 CT Spawn/Rescue Zone T Spawn/View of Lower H Edited January 31 by wazeecha 5 blackdog, RA7, Kantalope and 2 others reacted to this Quote Share this post Link to post Share on other sites
csWaldo 352 Report post Posted November 26, 2020 Great progress for starting this hobby in spring :0 Love the color! 1 wazeecha reacted to this Quote Share this post Link to post Share on other sites
wazeecha 39 Report post Posted January 31 Haven't updated this thread but there has been progress in the last two months. Turns out I was a little optimistic about 'fine tuning and detailing'. After struggling with the routing on the cs_ version after the second playtest, I've started working on a de_ version of sapper that feels like it's coming along a lot more naturally. All of the brushing is extremely rough at the moment, but I've uploaded a test version to the workshop here: https://steamcommunity.com/sharedfiles/filedetails/?id=2377882072 Graveyard to A site: Spoiler B Site: Spoiler Radar and flyover: Spoiler 3 zombi, Freaky_Banana and sn0wsh00 reacted to this Quote Share this post Link to post Share on other sites
Freaky_Banana 251 Report post Posted January 31 I really like the visual idea for A site! I will check it out in game, when I get the chance. 1 wazeecha reacted to this Quote Share this post Link to post Share on other sites
wazeecha 39 Report post Posted February 16 After running a few playtests last week, I've made corrections in response to all the feedback. Thanks again to everyone who joined the test. A big complaint was about the openness of Graveyard and a lot of the wide weird angles that had to be covered. I've tried to address this by smoothing out the excavator angle, covering up the ditch ramp, adding a high-lo route to the T entrance, which really narrowed down the entire area. The faster interior areas have also been adjusted to (hopefully) remove that OP hold point for CTs. Alternate angle: Spoiler B site has also gotten a re-work with connector stairs leading up to the former drop window. The ladder has been covered and there is now an additional drop entrance to site through a breakable floor in the apartment. I'm not sure how that last bit will play just yet, so that is pending further playtesting before I make it permanent: Spoiler Some other minor adjustments include cleaning up the mid apartments and balcony, which have been pretty much blocked off entirely. I've also smoothed out the cover in upper mid, replacing the old car crash area: Spoiler New lower mid apts Refurbished upper mid Ending on a more interesting note.. I'm hoping I can finalize the layout in the coming weeks and really jump into the detailing full time. One area near T spawn, now 'Barbershop', got a jump start on this: The sign I hand-painted in gimp from reference, and I'm really pleased with how it turned out despite the mild case of carpal-tunnel. 3 Freaky_Banana, sn0wsh00 and snaulX reacted to this Quote Share this post Link to post Share on other sites
Freaky_Banana 251 Report post Posted February 18 On 2/16/2021 at 11:20 AM, wazeecha said: The sign I hand-painted in gimp from reference, and I'm really pleased with how it turned out despite the mild case of carpal-tunnel. Holy hell, that is some REALLY NICE barbershop signs! 2 Kokopelli and wazeecha reacted to this Quote Share this post Link to post Share on other sites
sn0wsh00 49 Report post Posted February 19 (edited) Just played both versions and so far everything looks really great. The hostage at E1 looks really easy to camp, but overall, I couldn't find any blatant gameplay issues, at least with the hostage version. Can't wait to see the finished map. Great job with that barbershop painting as well. Definitely something worth getting a mild case of carpal-tunnel over. From a lore perspective, I would have personally chosen someone else other than the GIGN for the CT side given that Sierra Leoneans speaks English. Preferably, I would have the CTs be based on something like the Sierra Leone police, given that I think it would kind of cool for a map set in an "exotic" location to feature local factions as opposed to foreign ones. But that's my personal take. Edited February 19 by sn0wsh00 wording Quote Share this post Link to post Share on other sites
wazeecha 39 Report post Posted February 22 (edited) On 2/20/2021 at 12:18 AM, sn0wsh00 said: Just played both versions and so far everything looks really great. The hostage at E1 looks really easy to camp, but overall, I couldn't find any blatant gameplay issues, at least with the hostage version. Can't wait to see the finished map. Great job with that barbershop painting as well. Definitely something worth getting a mild case of carpal-tunnel over. From a lore perspective, I would have personally chosen someone else other than the GIGN for the CT side given that Sierra Leoneans speaks English. Preferably, I would have the CTs be based on something like the Sierra Leone police, given that I think it would kind of cool for a map set in an "exotic" location to feature local factions as opposed to foreign ones. But that's my personal take. Thanks for having a look! I don't know how much more work I'll put into the cs_ version as I've invested so much in the de_ map now. I'd love to get custom player models at some point, but at the moment that's way above my technical knowledge. I remember awhile back someone linking a hostage map *Edit: cs_ivory by @Quotingmc and @Quadratic* set in South Africa that had custom CT models as local police. I think something like that would really fit well. I'm working on some pretty dramatic changes after being rather humbled in a playtest last week. Graveyard area has been simplified and significantly de-cluttered (isn't actually a graveyard anymore). T spawn has been shrunk significantly. I've completely removed one of the mid connector routes to hopefully cut down on the deathmatchy-feeling and constant flanking. Spawns have also been adjusted on both sides to hopefully address timing issues. Screens are very much WIP: Spoiler New GY Area T Spawn Mid Routes Edited February 22 by wazeecha cs_ivory credit Quote Share this post Link to post Share on other sites