mrpotato44 Posted April 13 Report Posted April 13 (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 A Main A Mid B Mid Mid Connector CT Spawn B Mid Radar 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 June 26 by mrpotato44 AlphaOwl, MrTrane18, MikeGon and 5 others 6 2 Quote
Oliver Posted April 13 Report Posted April 13 Wow lighting speed progress on this! mrpotato44 1 Quote
mrpotato44 Posted April 13 Author Report Posted April 13 12 minutes ago, Alexdem said: I really like the skybox you use. Thanks, it's just something I grabbed off Poly Haven: https://polyhaven.com/a/alps_field Quote
Ketal Posted April 14 Report Posted April 14 Love the shapes, reminds me of original mirrors edge Quote
MrTrane18 Posted April 17 Report Posted April 17 Love what you are making here! Looking forward how it will look while progressing! I've made an showcase video of it,too! Hope it will give some motivation and good luck's on the building process! Quote
mrpotato44 Posted May 1 Author Report Posted May 1 Just got around to updating the map with recent changes from a Mapcore playtest. Here are some raytraced in-engine pictures of Bombsite A and Bombsite B with some of the recent changes! The new version should be live soon on the workshop page (https://steamcommunity.com/sharedfiles/filedetails/?id=3220451933), so please let me know your thoughts on the map or any feedback you have, I'd love to hear them! Quote
Karthoum Posted May 10 Report Posted May 10 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. mrpotato44 1 Quote
mrpotato44 Posted May 18 Author Report Posted May 18 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: 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! ) Freaky_Banana and Karthoum 1 1 Quote
mrpotato44 Posted June 5 Author Report Posted June 5 I think I went a little overboard with the green... This version is currently live on the workshop (https://steamcommunity.com/sharedfiles/filedetails/?id=3220451933) i also dont know german :^) Quote
mrpotato44 Posted June 26 Author Report Posted June 26 (edited) Here are a couple screenshots of some of my favorite parts of the map after the second art pass. 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 June 26 by mrpotato44 Mr.Yeah! 1 Quote
mrpotato44 Posted July 15 Author Report Posted July 15 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! 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)! Mr.Yeah! and El Moroes 2 Quote
mrpotato44 Posted July 27 Author Report Posted July 27 One... more... update! Just pushed another major update to the map, including some new layout changes and graphics! Find out more here: https://x.com/mrpotato44_/status/1817116984791736439 or here: https://steamcommunity.com/sharedfiles/filedetails/?id=3220451933 And, as always, here's some pictures! Quote
mrpotato44 Posted August 24 Author Report Posted August 24 Another big update to the map! Changed the lighting, added some new layout changes and revamped T spawn! Let me know what you guys think https://steamcommunity.com/sharedfiles/filedetails/?id=3220451933 Darivan 1 Quote
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