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Posted (edited)

This is a 5v5 defusal map set in and around an abandoned railway tunnel in Switzerland.

Let me know if you have any feedback or issues on the map. I'm also still looking for an environment artist(s) to clean up some of the work I've done so far, if you're interested, hmu :). Thanks!

 

Link: https://steamcommunity.com/sharedfiles/filedetails/?id=3220451933

 

Pictures:

Bombsite A

 

20240626104849_1.jpg.6ba97e083165580133d00aaa910af12d.jpg

 

 

A Main

20240626105053_1.jpg.274d7e6dbdd1cda09ab7377f4cdb2dfe.jpg

 

A Mid

 

20240626104904_1.jpg.fe3bb91928658d8b5abf381e2902ed1c.jpgB Mid

 

20240623132307_1.thumb.jpg.dd660844fd11512f40221e1951f6d991.jpg

20240626104915_1.jpg.e23e350572de74bd7ae85fed04cd692f.jpg

 

Mid Connector

 

20240626105001_1.jpg.7496b811281031a6ddfa7c1438b3c300.jpg

 

CT Spawn

20240626105013_1.jpg.92c9a92fe928e0074a98e96c06075d10.jpg

 

B Mid

20240626104941_1.jpg.fad7121c2f0f52cc12354a4ba7c89a89.jpg

20240626104931_1.jpg.6b5f6ad7f9d072f24f3db4bfaaba3803.jpg

 

Radar

 

de_relic_radar.png.5a9136b22a6f00e85cb71212368556c8.png

 

4/17/2024 Changelog:

- Overhauled A-mid connector to A site.
- Overhauled B to A rotates.
- Shortened long B connector.
- Added cover throughout the map.
- Cutoff some weird angles in B-mid (particularly at the boost).
- Added stairs for T's to get to mid.

4/19/2024 Changelog:

- Added new connector to back of B site.
- Added some additional cover and moved cover around the map.
- Fixed some geometry issues.
- Fixed some clipping issues.

5/1/2024 Changelog:

- Changed CT to Middle/B Connector
- Moved cover around in A mid
- Shifted window on A site
- Removed broken angles for CTs on A site
- Widened Ladder drop from B-mid to B to allow better movement
- Fixed broken angles on B site
- Improved clipping throughout the map
- Changed lighting angle

5/6/2024 Changelog:

- Lowered B Wall
- Expanded T Buyzone
- Expanded A Bombsite
- Added Callout Graffiti
- Fixed Door

- Added more clipping
- Adjusted some cover
- Added team preview/selection screens

5/13/2024 Changelog:

- Fixed Door Sounds
- Swapped Ladder and Drop on B Site
- Shortened CT Path to A
- Added Cover in B Mid
- Adjusted Cover in A Mid
- Made T Spawn Area Smaller Overall
- Added Cover to T to A Site Approach

5/14/2024 Changelog:

- Moved Ladder at B Water Entrance and Removed Broken Sightlines
- Added Railing at T Spawn
- Adjusted Cover at Pop Dog
- Adjusted Cover on A Site
- Early Stages of an Art Pass in T Spawn
- Various Minor Tweaks
- Updated Radar
- Updated Workshop Pictures

5/16/2024 Changelog:

- Revamped T Spawn
- Adjusted Cover Slightly

5/17/2024 + 5/18/2024 Changelog:

- Added Detail and Color to Various Parts of the Map

5/21/2024 - 5/23/2024 Changelog:

- Finished First Art Pass

- Tweaked Bomb Explosion Radius
- Added Soundscapes
- Tweaked Lighting
- Fixed Radar Issues

- Added Cover to B Site
- Added a Wall to Window on A Site

5/23/2024 Changelog:

- Made Bombsite B Smaller
- Added Cover on B Site
- Made Cover in B Mid Smaller
- Added Cover in A Mid
- Added Cover on A Site
- Fixed Numerous Walls around the Map Which Prevented Nades from Hitting Correctly

6/5/2024 Changelog:

- Added Some Greenery
- Added Some Signs
- Added Some Props

6/26/2024 Changelog:

- Second art pass throughout the map, most stuff is still WIP/unfinished.

 

 

Edited by mrpotato44
Posted

Quite liking the B bombsite, I think it should be kept exactly like this until release. That tall ladder seems excessive - it could be combined with the big "drop" slope to have a path to walk up unless it's set up intentionally to play like this.

Not liking either of the Mids, just awkward claustrophobic yet long hallways with some harsh angles to clear.

Will definitely give it more plays through the week, it does seem like one of the bigger maps but it also works somewhat well.

Posted

I've been busy updating the map using a lot of feedback and data from the time it was played on Faceit last week, so I thought I would post an update on the forums.

I've been working on getting the size of the map to feel right along with small adjustments to both middles and some of the cover on A and paths to B Site. 

Here is a picture of the current walkup to A from T Spawn:

20240518193341_1.jpg.0350dafe00740aeaf0024df7a8d16c8a.jpg

Let me know what you guys think!

(Also: I'm not too great at the pastel detailing, so I am still looking for artists to help out. If you're interested, hmu! :))

  • 2 weeks later...
Posted (edited)

Here are a couple screenshots of some of my favorite parts of the map after the second art pass.

20240626104941_1.jpg.bd2066489ea5fd5e85d40bb037fb8087.jpg

20240626104904_1.jpg.337b133ea5d9d4da66c83c00506d0368.jpg

 

Everything is still heavily WIP, but most of the layout is starting to settle. The workshop page is updated and you can run around/play on this version of the map! :)

Edited by mrpotato44
  • 3 weeks later...
Posted

Throughout the last couple months, I've been working on continuing to do art passes on the map to get it into a reasonable jump-off point if my map passes through to the next round. There are still areas that need to be worked on (specifically CT spawn and the tunnel), but mostly everything has fallen into place (including the new skybox!).

If you're interested in walking around and seeing the full map, consider subscribing to Relic here: https://steamcommunity.com/sharedfiles/filedetails/?id=3220451933 (I'll be posting a few more updates to the workshop page before the August deadline).

Here are some pictures of new areas/previously uncaptured areas of the map that I think you might all enjoy!

20240714213518_1.thumb.jpg.e655dfd0a17d1afc2be108448aaafb5d.jpg

 

20240714213547_1.thumb.jpg.aad23ad6f5ff2ba890ecc10ec2438080.jpg

 

20240714213558_1.thumb.jpg.8bf0af90ce89295fac0bfcb8ce6b5d9b.jpg

 

As always, I am still looking for some talented environment artists to help out with some of the areas that still need work (most of the map)! :) 

  • 2 weeks later...
  • 4 weeks later...

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