Jim F Kennedy Posted March 29, 2021 Report Posted March 29, 2021 (edited) G'day. I've been recently working on a classic 5v5 csgo map named Battery. This map takes place in and around an old WW2 bunker, converted into a gun running factory in Estonia during the early spring thaw. Bombsite B was the main focus for the map, (it was originally a wingman map) and went through about 23(?) iterations. What would be considered Middle, goes through an old dilapidated and collapsed WW2 bunker, it takes heavy inspiration from Nacht Der Untoten. Bombsite A used to have a "nuclear bomb" sitting in the middle of the site, however I removed it because I couldn't be bothered modelling it. Aiming for an early June release date, but considering the pace of things, probably even May. But feel free to have a walk around the map, it's always changing and is slowly reaching more towards being finished. https://steamcommunity.com/sharedfiles/filedetails/?id=2401850892 Edited April 2, 2021 by JimFKennedy Freaky_Banana, maxlevelboi, KennedyB and 11 others 14 Quote
Jim F Kennedy Posted April 4, 2021 Author Report Posted April 4, 2021 (edited) Heres a bit of progress on the map so far. Middle is coming along well, after some testing I decided to open up this area fully. CT Spawn is almost finished, just need to do some clipping and whatnot and it should be ready to go. Edited April 25, 2021 by JimFKennedy slavikov4, Freaky_Banana and RA7 3 Quote
Freaky_Banana Posted April 5, 2021 Report Posted April 5, 2021 (edited) I really like the way CT Spawn looks. For middle I haven't checked it out in game but maybe you will want to add a little more contrast there. It all looks quite flat, grey and same-y, even though the lighting does help out a bit. Edit: I checked it out in game now. From CT side all is fine but as a T I didn't have the faintest clue where to expect engagement in mid. And even after I had picked out where the defense spots were, it was hard to judge depth. Colored walls or some plants would really help with guiding attention to the right spots and giving sharp edges or features by which to understand the space. Also dividing focus between that big wooden box to the right and the far back position (CT spawn entrance) felt uncomfortable. On another note, I really love the theming on the path from T Spawn into B through long. My only grievance here is the really awkward path to the double doors. Walking in circles feels bad and it significantly increases rotate times since you essentially have to walk that entire section, if the bomb was planted on B. I do really like the map though, so keep it up! Cheers Edited April 5, 2021 by Freaky_Banana Quote
Jim F Kennedy Posted April 5, 2021 Author Report Posted April 5, 2021 1 hour ago, Freaky_Banana said: I really like the way CT Spawn looks. For middle I haven't checked it out in game but maybe you will want to add a little more contrast there. It all looks quite flat, grey and same-y, even though the lighting does help out a bit. Edit: I checked it out in game now. From CT side all is fine but as a T I didn't have the faintest clue where to expect engagement in mid. And even after I had picked out where the defense spots were, it was hard to judge depth. Colored walls or some plants would really help with guiding attention to the right spots and giving sharp edges or features by which to understand the space. Also dividing focus between that big wooden box to the right and the far back position (CT spawn entrance) felt uncomfortable. On another note, I really love the theming on the path from T Spawn into B through long. My only grievance here is the really awkward path to the double doors. Walking in circles feels bad and it significantly increases rotate times since you essentially have to walk that entire section, if the bomb was planted on B. I do really like the map though, so keep it up! Cheers Thanks for the feedback, Visibility is quite shoddy at Mid but I'll give it a spit n' polish. As for the rest, i'll see what I can do. Freaky_Banana 1 Quote
zombi Posted April 8, 2021 Report Posted April 8, 2021 Looks great in-game! Just by running around angles and chokepoints seems interesting and thoughtful. Keep it up, good job! Quote
Jim F Kennedy Posted April 17, 2021 Author Report Posted April 17, 2021 (edited) Updated the workshop with some more shit. For this update, I worked mainly on the T-Spawn to Bombsite A lane, trying to build up the greybox-ing for this area. Instead of some more boulders, I removed them and added a power station to the facility, this will change the angles from "Truck" to "Nest". Still got lots to do though Edited April 17, 2021 by JimFKennedy Lizard, Andre Valera, JackT and 1 other 4 Quote
Jim F Kennedy Posted April 24, 2021 Author Report Posted April 24, 2021 (edited) Little update again... Replaced thick as fuck walls with sheet metal, still need to brighten up this area though. Moved the car, because stairs are for people? (And they're clipped now :D) After careful consideration... wall, with arrow. Edited April 24, 2021 by JimFKennedy 2REK, jakuza, JackT and 1 other 4 Quote
Jim F Kennedy Posted May 6, 2021 Author Report Posted May 6, 2021 (edited) finally found something that worked for the weird shaped blockout https://steamcommunity.com/sharedfiles/filedetails/?id=2401850892 Edited May 8, 2021 by JimFKennedy Lizard, Freaky_Banana, blackdog and 1 other 4 Quote
Jim F Kennedy Posted May 15, 2021 Author Report Posted May 15, 2021 Did some significant improvements to Middle/Bombsite B, because I didn't like the original look. Added more cover to Middle because a few people said it should. I also reduced the amount of props because it didn't look as good. The 3D skybox I originally added was quite boring, it was literally just black mountains. This update improves that. There was also a bunch of FPS increases all across the board thanks to actually optimising the map properly. Freaky_Banana, JackT, CuervoSp and 4 others 7 Quote
Jim F Kennedy Posted June 16, 2021 Author Report Posted June 16, 2021 (edited) Back with an update for this month, as the map is getting close to release. One of the big changes to the map was moving to the Wingman mode, and decreasing the maps size, there we're a few reasons why I did this (but the main one is I fucking hated Bombsite A) The centre 'Chimney House' is nearly finished, just finalising the look of it, and you'll also notice some new interiors. Alongside these changes is just a few model changes, improvements to some displacements, reflections and performance, as well as improved blend modulate effects. Aiming for a June release, or somewhere around that. Oh shit almost forgot, ice... lots of ice... just look into the ocean, or around the docks. Edited June 23, 2021 by JimFKennedy Radu, Freaky_Banana and blackdog 3 Quote
celery Posted June 20, 2021 Report Posted June 20, 2021 Looking really cool. Reminds me of old WWII games in a good way. Mainly DoD:S, which always had pretty maps. Quote
Jim F Kennedy Posted July 10, 2021 Author Report Posted July 10, 2021 (edited) So after sitting on my ass for the last few months, I've finally got a version of Battery worth releasing. Will show something soon... Edited July 12, 2021 by JimFKennedy zombi 1 Quote
zombi Posted July 10, 2021 Report Posted July 10, 2021 Looks good. A lot of props fade out too early and minimap is missing. Quote
Jim F Kennedy Posted July 10, 2021 Author Report Posted July 10, 2021 (edited) 3 hours ago, zombi said: Looks good. A lot of props fade out too early and minimap is missing. Well fuck, i'll get on those right away. Edit: lol fixed. Edited July 10, 2021 by JimFKennedy Quote
Jim F Kennedy Posted July 12, 2021 Author Report Posted July 12, 2021 (edited) Battery has finally released! After 6 gruelling months of laziness and occasionally doing stuff. (though I should've said this like a couple of days ago) https://steamcommunity.com/sharedfiles/filedetails/?id=2542050335 Edited July 12, 2021 by JimFKennedy esspho, ThunderKeil, zombi and 2 others 5 Quote
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