bud Posted April 13, 2024 Report Posted April 13, 2024 (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) Edited February 20, 2025 by bud Latest update shown up top Quote
bud Posted April 13, 2024 Author Report Posted April 13, 2024 (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 May 9, 2024 by bud problems with image Quote
MrTrane18 Posted April 16, 2024 Report Posted April 16, 2024 The wooden terrace could be used for gameplay! Thinking about maybe adding walls on it. Decorate it with a wooden frame and add flowers to it. Could be used for cover. Similar to what I have for am_Alternative 2 map. On the barrel side of the map. Quote
bud Posted April 28, 2024 Author Report Posted April 28, 2024 (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. Already have a greyboxed golf cart for fun cover in a few spots. Have some ideas for cover that would be similarly unique hopefully Edited May 9, 2024 by bud AlphaOwl and MrTrane18 2 Quote
bud Posted May 8, 2024 Author Report Posted May 8, 2024 (edited) Workshop will be put up hopefully near the weekend for initial tests and general feedback - ct spawn is the bottom area and t the top Edited May 8, 2024 by BuddyB MrTrane18 1 Quote
bud Posted May 10, 2024 Author Report Posted May 10, 2024 Hoping for a workshop link later today - almost ready for a first playtest MrTrane18 1 Quote
bud Posted May 12, 2024 Author Report Posted May 12, 2024 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. Quote
bud Posted May 19, 2024 Author Report Posted May 19, 2024 new layout adjustments on the workshop Steam Workshop::de_fore [WIP] (steamcommunity.com) Freaky_Banana 1 Quote
bud Posted June 14, 2024 Author Report Posted June 14, 2024 (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) Edited June 14, 2024 by bud wording MrTrane18 and mesh_guy 1 1 Quote
MrTrane18 Posted June 14, 2024 Report Posted June 14, 2024 Amazing work you have put in this map! Best of luck in the future! bud 1 Quote
bud Posted August 4, 2024 Author Report Posted August 4, 2024 New update out - patch notes on the steam page explain the changes. Mainly A adjustments and cover/corner tweaks to make the map a bit smoother around the edges. Still some consideration down the line for what to do if B still feels too far away + smaller adjustments to new A cover. Steam Workshop::de_fore [WIP] (steamcommunity.com) Quote
bud Posted September 6, 2024 Author Report Posted September 6, 2024 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) Quote
bud Posted February 10, 2025 Author Report Posted February 10, 2025 (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 Edited February 10, 2025 by bud Lukyvald 1 Quote
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