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Posted (edited)

Aero is a 5v5 competitive defusal map taking place in a city in the sky. A big pneumatic pipe allows for fast navigation between site entrances.

Very heavily WIP, the layout is pending huge changes (especially the CT/Mid/Second Mid areas which are basically straight lines right now).

https://steamcommunity.com/sharedfiles/filedetails/?id=3261896891

First time joining a contest. Started the map a week ago and I'm looking forward to hone my skills from yalls feedback :D

Short video of the pneumatic pipe in action (1st person / 3rd person)

https://imgur.com/azsq3pV

Huge shoutout to @Orel for sharing their dev textures in the Discord!

 

de_aero_radar.png

20240608235122_1.jpg

20240608235127_1.jpg

20240608235901_1.jpg

Edited by kamaras
Posted (edited)

Playtested with friends, scale is completely wack so I decided to re-make the map from scratch now that I have the gist of the layout down, starting with some T Spawn goodness

image.png.b9b173c6ba61bec002d295c478621ea1.png

Also started using the Workplane stuff instead of trying to make angular geometry in the normal grid work like a madman

Edited by kamaras
I can't into English
  • 2 weeks later...
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Posted (edited)

Haven't posted a screenshot here ever since the B redesign, so:

image.jpeg.742f7fc6471c72731aeab94121fb3479.jpeg

image.jpeg.270699ca5dc9da86c5ec1bf123fc7ce7.jpeg

image.jpeg.150d1eb3dcb5bcadfce7b1d4a602c323.jpeg

image.jpeg.7bccda3d9631f175d974cd381ebd88a6.jpeg

I also fixed some silly mistakes I made before going on vacation 😅

Here's the radar of de_aero v3.1.2:

image.png.be836d211ccfb4b6f7d99a341822d08b.png

 

For the next version (which I'll start work on after Stage 1 results, regardless of if Aero makes it or not), I'll make the teleporters have their own little rooms so you can choose when you peek out, better sound and environment cues about use of the teleporters, as well as evaluating a way to make it possible to rotate multiple people at once. I'm also planning to re-work the A Apts area a bit to give Ts a bit more control, adding more post-plant options for site A, as well as smoothing movement in the T-side of Mid.

Edited by kamaras
Forgot John Aero pic
Posted (edited)

Here's some changes of the upcoming de_aero v3.2.0

General:
    - Removed checkerboard from wall textures. Eyesight enjoyers rejoice!
    - Simplified a lot of 90 degree corner angles.
    - Started adding some coloured trims as visual cues around the map.

Bombsite A:
    - Opened up site with a new post-plant/defensive position around a generator on wheels that offers interesting angles.
    - Simplified on-site cover.
    - Made jump from A Site to A Heaven easier.
    - A Elbow to A Heaven is now a ramp instead of two jumps
    - Added new window in A Staging area to allow for better smoking/mollying (especially good for countering A Heaven).

de_aero_v3.2.0-alpha9_3.jpg.acc358afc553e69f3ea217af243209a9.jpg

Second Mid:
    - Added new Italian Restaurant "Il Secondo Mezzo".
    - Updated crates to offer for jump peek / boost peek opportunities.
    - Reduced sight line from top of Apts Stairs to B Office

de_aero_v3.2.0-alpha9_1.jpg.1ebe6f852bc73276f6e7458423c57b89.jpgde_aero_v3.2.0-alpha9_2.jpg.77b4ad6673bd1b45eed069069864045d.jpg

Mid:
    - Simplified movement in top mid and added more visual cues for mid players.
    - Moved back Double Doors and simplified surrounding area.

de_aero_v3.2.0-alpha9_4.jpg.66851c71ebf67afc847954628fe30ce2.jpg

CT Spawn:
    - Moved CT Spawn back a bit to adjust A timings (contact now happens in A Main).
    - Adjusted CT to Backrooms path to improve angle isolation with pillar and the surrounding area/bombsite.

image.jpeg.5b73821eb6d52569cadbee6e04bd187f.jpeg

Next up on the TODO list: Teleporter Room Revamp, A Apts Revamp

EDIT: This version is now live on Workshop!

Edited by kamaras

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