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Daigo (Beta - archive)


JorisCeoen
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Official version released as Zen: Workshop link

Please note: This version is still for testing purposes (not final), although major changes have happened between v2_1 and the current one. The full changelog can be found here.

Daigo takes place in a medieval Japanese castle:

  • Terrorists want to destroy the historical sites and monuments within the castle boundaries. An earthquake has already dealt some damage, so they see an opportunity to finish the job. It's up to the Counter-Terrorists to stop them!

de_daigo_b2_2.jpgde_daigo_b2_2_0001(spawnt).jpgde_daigo_b2_2_0003(spawnt).jpgde_daigo_b2_2_0004(mid).jpgde_daigo_b2_2_0006(siteb).jpgde_daigo_b2_2_0005(mid).jpgde_daigo_b2_2_0007(siteb).jpgde_daigo_b2_2_0008(spawnct).jpgde_daigo_b2_2_0010(generator).jpgde_daigo_b2_2_0013(sitea).jpgde_daigo_b2_2_0016(mainhall).jpgde_daigo_b2_2_radar_example0001.jpg

Credits:

Used assets, credited according to their license:

Testing and assistance:

  • @Mapcore testing hub
  • @Roald for in-game showcase of numerous problems
  • @Rebze for testing guidance and impossible amounts of patience (literally years)

In preparation of the final version, V2_2 will be playtested by Mapcore's playtesting group. Feel free to leave feedback in the comments section below, as I will take note of criticism and reflect changes accordingly for the future. Here's a list of the most important things to be done yet:

  1. Improved color palette for readability
  2. Many, many amounts of detailing (lowly present)
  3. Addition of thematic material (next-to-none present)
  4. Addition of labels and overlays/decals (next-to-none present)
  5. Alpha-blending of displacements (ironically, it's all prepared and available, but I didn't have the time to do it yet)
  6. Finalising the radar and navigation mesh (the radar has one small indoor area that I saw missing after release)
  7. Additional optimization in the form of: hint/skip/areaportal and removing many roofing details on less visible roof models (nodraw blocks have been optimized, and most models with the inclusion of 3 roof models)
  8. Fixing lightmap issues on displacements (can someone help with this? See the broken wall at B as a good example)
Edited by JorisCeoen
Added new link for new release.
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Changelog for version b2_2:

Spoiler

General changes

  • Complete graphical overhaul (models, textures, lighting, skybox, 3D skybox, displacement usage, ...)
  • Roofing in particular has been improved.
  • Opened up all the doorways in- and outside the castle.
  • Addition of actual prop_detail flowers in the garden areas.
  • Improved foliage, such as trees and rocks.

SpawnT

  • Enlarged the entire area.
  • Ticketbooth has been moved to the left.
  • Added flowers.

OutsideSpawnT

  • Enlarged both sides.
  • Replaced tessellated walls with improved displacement texture.
  • Moongate entrance to Middle.
  • Added flowers.
  • Removed truck on the ramp leading to the museum & garden.
  • Removed the foliage and panel. All is replaced by garden rocks.

Middle

  • Opened up middle by removing the backside housing.
  • Removed dragon statue.
  • Removed double doors.
  • Removed fountain floor.
  • Removed large sakura tree and boostplatform with it.
  • Added rock garden. This also breaks the sniper angle from SpawnT to castle doors, and MainB to Connector.
  • Added moongates to all connections but Connector itself.
  • Adapted the wall covering Squeeky.

Museum

  • Added more natural lighting (note: sprites and light entities on ceiling are here currently missing)
  • Removed most of the props in the center. In a future update, I will likely add more cover and thematic displays for the museum.

Garden

  • Removed forklift.
  • Removed sidehall doorway with rooftop cover.
  • Shifted trees and added rocks.
  • Added sideways historical ranger walls (note: not walkable).
  • Added flowers.

SiteA-Main

  • Completely overhauled and redesigned.
  • Added more natural lighting.
  • Opened up entrance to SiteA.

SiteA

  • Completely overhauled and redesigned.
  • Removed all scaffolding.
  • Removed all Nuke crates.
  • Added containers, statue, trees and rocks.
  • Clarified bomb planting zone.
  • Shifted the fountain and Shachihoko to Elevator.
  • Improved zoning SiteA and SiteA-Heaven from Generator/Crane.
  • Changed the opening from SiteA-Heaven 90° and added a destructible construction.

Generator/Crane

  • Overhauled Crane itself.
  • Improved chainlink siding next to the sewer passage.
  • Improved and opened-up elevated platform.
  • Added sakura tree and rock to block off incredibly long sniper angle from SpawnCT.

SpawnCT

  • Massive overhaul of the garden area.
  • Opened up most of the playable area.
  • Added flowers.

SiteB-Outside

  • Removed crates and ricebags.
  • Added forklift.
  • Improved cracked wall.
  • Opened up the area and simplified the surroundings.

SiteB

  • Completely overhauled the redwood design.
  • Removed crates and ricebags.
  • Added sakura trees and rocks.
  • Added grain bags and sacks.
  • Changed doorway openings to change the flow of SiteB and block off an insanely long sniper angle from SpawnCT.

SiteB-Main

  • Changed door models.
  • Swapped old ricebag assets with new ones.
  • Slightly moved the corner assets.
  • Added more natural lighting.

Mainhall

  • Completely overhauled the interior plaster walls and wooden frame.
  • Overhauled the central Stupa and base.
  • Simplified the layout.
  • Added more natural lighting.
  • Added Japanese lanterns.
  • You can now boost from middle platform to catwalk without needing a crate (easiest on the left, need training to do so on the right side).
  • You can no longer boostjump onto the wooden beams on the side of catwalk.

Sidehall

  • Completely overhauled the interior plaster walls and wooden frame.
  • Added more natural lighting.
  • Connection to Z and SpawnCT have more cover. Added a table with garden tools.
  • Improved stairs and ceiling work.

Library

  • Completely overhauled with actual library assets.
  • Removed crates and barrels.

SiteA-Heaven

  • Changed hole in wall 90° and added breakable cover.
  • Removed all crates (note: this is specifically awaiting feedback from playtesting as I see this area as a high-risk, high-reward that can't also benefit from easy cover for CT's).

 

Changelog for version b2_3:

Spoiler

Middle

  • Connector has been extended and connected to middle, so terrorists have a second entrance to the central chamber. Now CT's should arrive in time at the fountain to contest T's going to A. On the other hand, CT's no longer have too much cover or power over the central chamber
  • Heaven A-site can now be smoked and molotoved once you're at fountain.
  • Removed unnecessary crates in the sidehall, and made them full body cover. 

SiteA

  • Cleaned up the site, made it more readable and simplified most of the shapes.
  • Removed trees and abnormally large center rocks.
  • Made heaven more readable.
  • Fountain now has more shallow water.
  • You can now grenade heaven much more easily from behind the fountain.

SiteB

  • Cracked wall has been opened up more. No more headshot angles.
  • Simplified cover, shifted around to allow more manoeuvrability.
  • Added extra crates to block insane wallbangs. Doors should no longer be bangable.
  • Fixed small roofs sticking out too far from the walls.

General

  • All doors have had their gaps covered (aka doors moved to the sides).
  • Updated radar.

 

Edited by JorisCeoen
Combined the last 2 version together to make room for the new version.
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On 9/30/2022 at 4:49 PM, Donskioni said:

Sick! Can you surf those angled walls? But solid polish! Looks like readability is great... and alot of the areas of the map feel unique which should help make it easy to learn.  

You can. Most of them are short enough that without airacceleration you can map quite a distance. During playtesting, it was occasionally useful, although I will have to make sure that you cannot actually 'climb' up them (currently you can but it's extremely slow, as per usual Source behaviour). An angled trigger_push should do the job.

There's still progress to be made on the layout. During playtesting we've been able to pinpoint the most troublesome areas, and I'm working on getting a new playtest version ready asap. I'll keep the thread updated 😉

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

Changelog for version b2_4:

Spoiler

SiteB

  • The core layout has been altered for easier manoeuvrability.
  • The broken wall has been removed and made way for a direct entry into the site.
  • Cover has been simplified:
    • The large sakura tree has been moved outside B.
    • The crates and rocks now form a larger protective angle.
    • The bomb can now be more safely planted due to the sealed door facing to SpawnCT.
    • Less strain on 180° checks due to a more organic flow (bended red wall).
  • Graphical overhaul.

SiteA

  • The core layout has dramatically changed, with more emphasis on cleaner readability.
  • Bombsite plantable area is now more clearly visible.
  • Removed the tori gate and opened up pit.
  • Switched the open gate from one side to the other.
  • Container now provides more cover for those jumping from HeavenA.
  • Container is now accessible by a ladder and scaffolding from middle.

SiteA Elevator

  • Removed fountain altogether. Kept the sachihoko fish and revamped the area.

Middle

  • Closed entry to Interior Hall from middle.
  • Opened backside of SiteB.
  • Re-opened access from SpawnCT to Heaven.

 

de_daigo_b2_4_0001.jpg

de_daigo_b2_4_0004.jpg

de_daigo_b2_4_0005.jpg

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  • JorisCeoen changed the title to Daigo (Beta - archive)

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