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Posted (edited)

Hello all! Today I bring you a project I've been working on for the last few months after hearing about the Big Adventure contest!

https://steamcommunity.com/sharedfiles/filedetails/?id=3301162588

 

This is a map idea I've had brewing for a long time, but didn't have the skill to create properly until learning and exploring the various systems within worldbuilding.

Hopefully the dynamic approach to aggression and defensive posturing translated well, as most hostage maps tend to be very linear. The theory behind the layout is one of long term meta building within a type of map probably never seen in CS before. Options should be apparent after the first few rounds, as long as you stick to the objective!

 

With the deadline for entry approaching rapidly, I felt it was time to wrap up my progress into a "v1.0"

Any criticism or feedback is welcomed, I'm a solo/indie dev with a passion for competitive games. Would love to make this map the best it can be, to truly "Put my best foot forward" ;) 

Lastly - Thanks for checking my map out! It means a lot to me!

*screenshots and previous beta/alpha versions available

cs_ritual_higher1_radar.png

cs_ritual_radar.png

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20240731223513_1.jpg

20240731224119_1.jpg

Edited by TryhardLucker
small typo
Posted

Thanks! While it's fresh on the mind, I may aswell mention this is still a WIP with plans to finish and fully fill SEVERAL areas within the map. I just knew I needed to put a version out for entry asap! 😄

 

Mostly I'll focus on the central tunnel system and make it feel more realistic and cavernous, adding more dynamic cover and filling in empty spaces. Each section will require some thought but the layout wont change DRASTICALLY.

Posted (edited)

Glad someone do hostage map also
Looks cool, and you have many good references for decorate it with something custom, from movies or games like tomb raider 

Edited by Valera
Posted

Appreciate it! Most of the models are photo-scanned renders of real life artifacts! Modelled and distributed via creative commons, so with some tweaking in blender/ps I was able to find them homes!

 

As a last update before the end of Round 1; I added Named Place entities to help clear confusion if there is any with the different areas in the map. In future updates I'll make these cleaner, and establish more appropriate identities in the areas to match the names.

also general cleanup but that's a constant!

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