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Posted (edited)

https://steamcommunity.com/sharedfiles/filedetails/?id=3300443462

Hostage rescue scenario taking place in a wild natural reserve.

CTs are on a mission to locate and rescue two agents kidnapped by a group of smugglers. The Operator on site implied that they might be held in a hideout where illegal "blue candy" production is taking place...

Key features of this map include:

  • A lot of verticality, but never in a penalizing way. Water areas allow you to drop down without taking damage.
  • The staging areas are designed so that whenever CTs enter a new large "room", they have multiple options for action. If a path is blocked by a smoke grenade, they never have to wait for it to dissipate and can take an alternative route to reach the hostages.
  • With several "one-way drops," the timings are planned so that the time taken to reach a hostage is shorter than the time taken to return. This system also applies to the Ts, who can always reach the rescue zone in time to prevent the CTs from rescuing the hostage, regardless of their position on the map.

It is important to highlight this last feature because many hostage maps are similar in the sense that Ts camp at their spawn, and the CTs wait for the utilities to dissipate and then manage to rescue a hostage only because the Ts made a mistake and they can't reach the rescue zone in time.
I hope to succeed in addressing this problem.
 

The setting is losely based on the Sedona park in the United States, but it might change. I want to have 2 distinct environments and colors for the interior and exterior and of course some specific hero props and textures for the underground Lab, the Mine, the T and CT spawn.

This map is based on an old idea I had almost 10 years ago... The game has changed a lot and I have been reworking the layout from scratch every few years.
I'm finally happy with the result. Time to make this idea a reality thanks to the Big Adventure contest!

Enjoy!

Screenshots:

Spoiler

01.jpg

02.jpg

03.jpg

04.jpg

05.jpg

06.jpg

07.jpg

 

Radar:

Spoiler

radar.jpg

 

Edited by tchick
Posted (edited)

I want 2 visually distinct environments:

  • Black stone / sand for the CT spawn and the underground/cave/mine
  • Orange rock for the T spawn and all the upper aeas

I'm open to environement/setting ideas, even if it's completely diferent from what I have here.

Spoiler

C.png

A.png

B.png

 

Edited by tchick
  • 6 months later...
  • 4 weeks later...
  • 1 month later...
Posted (edited)

Also I wanted to create a little backstory for the campers who got taken as hostages in the lore of the map.
They are the ones that came with the blue Van and set their tent.
They are a couple of "ufo hunters" who got to the wrong place at the wrong time and got caught by the terrorists.

I generated this image with chatgpt but didn't include it to the files as it's AI...
I like the picture as it illustrates exactly what I wanted but I'm not skilled enough to draw it by hand so I was hesitant to include it by fear of backlash.

What is your take on AI generated stuff like this?
I'm still shy to use it.
My opinion is that one day it will be accepted, but I feel it's too soon. As an artist I feel weird using it, but if it helps get the overall quality of a product up, I'm kinda ok with it...

wildskywatchers_color.png

Edited by tchick
Posted

I kinda like that image. But you're propably right by not using it directly. I'd say it depends on how prominent you use it in the end. If it's a small detail hidden away somewhere, go for it. You can always exchange it later on. Also nice work on the map. I quite like it.

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