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https://steamcommunity.com/sharedfiles/filedetails/?id=3283015859

    de_Inertia’s layout follows the classic four-square pattern established within the Counter-Strike map-making community, and is best demonstrated in the layout of de_dust2. With Inertia, I placed CTs’ spawn at the map’s center, lengthened and shortened certain lanes, and designed the environment to pressure defenders to keep fights out of the objective sites. The idea is to incentivize defenders to meet attackers head-on, while rewarding attackers when they advance and gain map territory. I created a diagram in the early planning stage to illustrate in simple visual terms the arrangement of rooms, choke points, spawns, and objectives. The six primary areas of the map are shown as boxes connected by lines. These lines represent corridors that function as route-throughs and choke points. The diagram has remained a fundamental blueprint in inertia’s design.

    de_Inertia is an ambiguous place with an evolving back story. The chosen visual design and forms imitate modern architectural sensibilities wrapped in sleek industrial set dressing. I allowed myself some freedom to explore forms and designs outside my original plan, and it resulted in unexpected directions leading to better outcomes. I was also careful to maintain a consistent visual language across the map. Surfaces like rock, metal, and concrete will dominate the map’s material composition.

    Overall I’m fairly satisfied with how the early greybox turned out. Still, there remains room for improvement, but the foundation feels solid. The priority now is to collect game data, and player feedback, and then use that to improve on the current design.

de_inertia_vista.jpg

orp_diagram_layout.png

de_inertia_cm.jpg

hammer_editor_view.png

Edited by cyn inc
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