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My main inspiration was to learn more about Source mapping and then for the next map to take it further again. I had ideas for a single player mod of HL2 I eventually wanted to make but just don't have the time to learn more and make the mod!
If you want inspiration to finish a map, make a build log from the start and let the community see it from start to finish. Get feedback as you go. Get encouragement from the community as they see iterations. You'll want to finish the map for them. I never did this properly (other than through Steam workshop). Take a look at mapcore and other websites. Although, it can be quite intimidating seeing all the amazing levels people are making!
I don't even play CSGO that much anymore. Just a couple random games a week if that. Still waiting on that full Source 2 port (that will never happen hah). It's Half-life 3 all over again!
Yeah.
As much as I love the competitive side of the game, this next map is going to be a hostage map instead of defusal though :P
I have learned a LOT in my past couple released maps (and the stuff in before and in between that wasn't released), and I am hoping my next map will be much better than my previous two released maps.
Thanks to those that have provided feedback that has helped tremendously and I hope you continue to provide feedback on my next map!
I like the layout of the map and I may come back to it in the future and completely remake it from scratch with a lot of detail (maybe a year or so when source2 is released).
The goals I had in mind when making this map have mostly been fulfilled. They were learn more about source mapping, learn more about displacements, learn about soundscapes, and to make the map as competitively viable as possible.
I never intended the map to have a crazy amount of detail like most operation maps as that detracts from competitive play in my opinion. I did want a little more detail than it currently has though, just not overboard. I wanted to do some 5v5 testing on this map and hopefully make it balanced enough for decent 5v5 play, but not a lot of interest has been shown to this map.
I only uploaded a couple new screenshots from the inside, so none of the screens above have the new environment lighting and shadows. Not too much has changed, just slightly brighter and from a different angle.
Also show friends so I can get more feedback!
https://steamhost.cn/steamcommunity_com/groups/demaptesters
74.91.121.251:27015
It's only casual mode and only this single map until we sort out our configurations tomorrow.
Still doing more detail passes in the future probably, just wanted to get this update out with some of the new stuff and the NO FOG!
Took down the old screenshots and added the new ones above, also added an edited radar picture.
As usual, check the change notes to the upper right and test!
Keep in mind, as always, everything is WIP :) I only have these new screenshots I took set to public view so here they are:
https://steamhost.cn/steamcommunity_com/id/its_de/screenshots/?appid=730
(to my friends list that is just my IRL friends: you'll see more screenshots obviously)
too... help...
I have some ideas for the outside detailing that will let me get rid of the fog so hopefully there won't be any issues with it in the future.
Contrary to what I thought before, the map very much was CT-sided. This update brings LOTS of changes to assist the Ts. Check the change notes to the upper right and see some of the screenshots!
And of course, most of all, playtest and give feedback please.
Once I settle on a layout I want to start detailing to make the map look much better. Right now it is barely detailed and there's a lot of bare walls and ground around!
The map is reasonably playable with the nostalgic look and feel of a Half-Life 1 map mixed with content from CS 1.6 and CS:GO. For me though the nostalgia ended there with the tight and narrow corridors, kill box areas, blind choke points and almost unplayable B site. I would imagine that on your play test the bots favoured the A site quite a lot.
The CTs hold every advantage possible in both bomb sites. It would take around 45 seconds to properly set up on the A site, and it's almost impossible to set up on the B site without securing A, so then what's the point of setting up on B.
The connecting paths from T to B are confusing, a bit like overpass, and will take a few games to get the hang of it. However, they don't really lead anywhere except to the same location, except that one path goes to a ladder. It's almost like spaghetti navigation, follow a strand and you'll get there eventually. It doesn't really assist in setting up or game play.
Still a lot of things to do for next update.
Right now the little things that are on the TODO list:
-update overview/radar
-update workshop screenshots
-soften shadows/light from sun even more
-add more detail around the map
-take a look at changing the doors to non-accessible areas
-take a look at changing the main large doors to better textures or props
-optimize
Some bigger things I'm thinking about doing:
-redoing all the mountain walls/canyons and doing away with the fog
-adding much bigger skybox to include mountain tops around since the fog will be gone
Unsure yet about the bigger things since I really like the aesthetic of the foggy mountains but I dislike the current way I have it!
I posted a reply in the "Issues and bugs" discussion since it got kind of long.
I decided to finally make the discussions to better organize things :P
I think it is a really good map, but I have some problems with it
1.The fog ϟ Dr. Heavy Pootis-Man ϟ talked about it
2. The textures look like if they are from CSS
1. On B Spot (photo linked) i think there should be a door or something like that that you can get up there because it would be good for both sides; Counter Terrorist and Terrorist ( it is easier for CT´s to hold and a good spot for T´s to defend the bomb.
2. On A spot (photo linked) i think it is a Mirage looking spot, so i think you should remove it and put a container or something like that on it.
3. The T spawn looks boring and it is to open.
4. The way from T spawn to B is too long, you need 12 seconds for the first contact with the CT , the problem is that the CT´s are On B Spot and the T is only in the entrance of B. So if there was a stair through the security room you can get some needed seconds as T.
5. The Conector ( This is how me and my friends called it ) is to contorted.
___________________________________________________________________________
So this is my first opinion of the map if you fix these things it would be fine
Greetings
Phil
The one with the rusted out truck shows the big issue I have with the current fog. The fog I am using is sprite based so you can see the layers when you are turning at angles. It's not too bothersome when in game but it makes the screenshots look horrid :P
Hopefully will have a video up sooner or later to show a bit better with the moving fog that looks better.
Also, I am curious what kind of settings you run and your PC specs, as I have no issue with performance on my very old PC. I run with a constant 60+ fps on my old PC. (Better on this map than some official Valve maps with my hardware :P) I have had others that have tested it with various modern hardware and had no issue either. Even at max settings.
But, like I mentioned below, I am unhappy with the fog right now as it is. I want to keep it but am looking for ways to make it better. (And hopefully less resource intensive for those that apparently do have issues.)
And more screens are coming tonight when I am able to get to it! I am hoping to put a video fly-through up with the screens since it looks much better in-game.