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wazeecha

[CS:GO] de_sapper (formerly cs_)

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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

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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)

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Converstion to cs_ :

(Aug 2020)

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Further cs_ iterations (slowly starting to resemble the current layout):

(Aug 2020)

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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: 

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These are both based on references from real-life locations:

Spoiler

Diamond Exchange:

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Clocktower

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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

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CT Spawn/Rescue Zone

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T Spawn/View of Lower H

Edited by wazeecha

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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

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B Site:

Spoiler

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Radar and flyover:

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noclip.jpg.bba34c0f28f82d7b4c54d2f1a7a110ac.jpg

 

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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.

rvQ8p65.jpg

 

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

9D78lRm.jpg

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

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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

 

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New lower mid apts

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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:

grmq5pL.jpg

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.

Image result for lazy man no chop

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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 by sn0wsh00
wording

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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

 

ALC8s2J.jpg

New GY Area

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T Spawn

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Mid Routes

 

Edited by wazeecha
cs_ivory credit

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