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Posted (edited)

My map is going to be themed around a manor/estate. Initial layout still being drawn up right now - it might be partially inside to some extent. Thinking gardens and terrace, some stone statues for a lot of the map for any outside portions closed in by various buildings on the estate's grounds.

EDIT: Not really an estate (hasn't been since early stage 1) - but rather a golf-focused country club. See the locker rooms, golf carts and the pro shop - and don't get lost in the scenery!

Map Link + up to date images below. More up to date screenshots on the workshop (Updated Feb 9th, 2025) Steam Workshop::de_fore [WIP] (steamcommunity.com)

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Edited by bud
Latest update shown up top
Posted (edited)

Still thinking on the theme in the early portions of the layout - I like the idea of potentially being high above the trees - some of the outer lanes of the map being a balcony. I think a combination of this + the estate/manor idea is the best route if I can pull it off.

Edited by bud
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  • bud changed the title to de_fore
Posted (edited)

Update: I have solidified the theme much more than originally as well as created the base layout initially that I would like to test.

The theme still includes one side of the map being among the tree tops on top of a mountain/hill (right side in the picture), but the map is going to be a complex of buildings in a country club-style with golf details all around and even one of the sites potentially being a putting green or at least close to one.

This is the current layout and ideally what these places would look like with continued greyboxing of the theme.

image.png?ex=662f76aa&is=662e252a&hm=222c18626cc7373649b125c5c6a84d0fb97e905507204869090e1eea80a81701&=

Already have a greyboxed golf cart for fun cover in a few spots. Have some ideas for cover that would be similarly unique hopefully

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Edited by bud
  • 2 weeks later...
Posted

Steam Workshop::de_fore [WIP] (steamcommunity.com)

Just played a playtest internally as this went live and wow, I need to spruce up the distances of engagements quite a bit. Think I misread them as I couldn't play stretched res until it went onto the workshop. Was worried early on that would detract too much from the playtest - but to my surprise, there actually was some interesting dynamics to the push and pull of the various sections of mid. 

Rotates are definitely too long, I want to cut 20-30% of the map CT to T and add more variance to A/B long. Have some good ideas for B even with it playing well already (besides the timings..) that I think would make it really shine

I think A has too many things going on for how many options are in mid - so I need to trim a bit to refine the gameplay.

  • 4 weeks later...
Posted (edited)

update came out a few days ago - was able to test it thanks to the Source Engine Discord. Have a few updates to make likely after a few days of being on the Mapcore hub tomorrow as well but overall it seems like there is something to the map which is exciting. Just need to polish mid, fix extremities fight timings and consider other feedback in the coming days to make the next version even better

Steam Workshop::de_fore [WIP] (steamcommunity.com)

 

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Edited by bud
wording
  • 1 month later...
Posted

Quite a few updates since the last logs here - map has been condensed, A connector and one side of mid are entirely redone, reduced height variation in mid, reworked A cover, reworked A entrance for CTs, reworked lockers and basically remade B long. Still thing b long is a smaller revision or two away from a great layout but it was a necessary step to cut out a lot of dead space from the map

Steam Workshop::de_fore [WIP] (steamcommunity.com)de_fore_radar.png.d1d619e7e319bc4c1d5d8290be47e671.png20240906000923_1.jpg.ff078a869dbe2aea4837b50cbf436882.jpg20240906000932_1.jpg.4b90aae5057e3bee67583d469afcd15d.jpg20240906000941_1.jpg.109d83ef7713300f8a1bc19c2f20faf4.jpg20240906000958_1.jpg.adc676f5fc5c63ac7bc88c0d86ed44d6.jpg20240906001013_1.jpg.bef066c1e426c8bea38f227293b75766.jpg20240906001021_1.jpg.4590f12732cd7eb14607e475939ac036.jpg20240906001033_1.jpg.df16cdc8aaa0f1a8211721a8d633c362.jpg

  • 5 months later...
Posted (edited)

Final work done on Fore for stage 2 - workshop is currently awaiting approval. Big changes if you haven't seen it in a month or two. 

A coat of paint around the whole map - especially B site, Lockers, A site, B Long and CT spawn. Unfortunately definitely am quite a bit away from where I want it to be - but I will keep working on it!

Complete remake of CT spawn
Removal of 'under A' position - reworked cover there
Remake of B main slightly
Remake of lockers + lockers entrance

 

Steam Community :: Fore :: Change Notes


Reverted a bit of B 'secret' area

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Edited by bud

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