nitr0us
08-15-2008, 07:18 PM
Please, constructively tell me what needs to be worked on if any! <3
Hello guys, I've been working on a map called csp_justify, to help contribute to new competition. I am deciding to release some W.I.P. screenshots to give the community a chance to voice opinions on things so that most players would be satisfied with (so I don't release a crap map nobody plays ;) ).
I started this 5 months ago, but I never got around to it. I need to start a portfolio of some type, so I decided to finish this up.
Goal: To create a map that is enjoyable, familiar, plays well. If you look at the layout, it is like a de_inferno layout, Bombsite A on the left, and Bombsite B to the right. There are aspects of de_russka as well, with the middle resembling somewhat like it. I am also adding new stuff, like the T-Hut, for balanced picking purposes.
-----------------------------------------------------
*Update 2* (August 29, 2008) - I worked on bombsite A tunnels, entrance of bombsite A, but I am currently stumped on some ideas. Please view last picture in this update for details.
http://img516.imageshack.us/img516/5820/ovwip31nx2.th.jpg (http://img516.imageshack.us/my.php?image=ovwip31nx2.jpg)
http://img413.imageshack.us/img413/5974/ovwip32zg9.th.jpg (http://img413.imageshack.us/my.php?image=ovwip32zg9.jpg)
http://img413.imageshack.us/img413/3779/ovwip33sc8.th.jpg (http://img413.imageshack.us/my.php?image=ovwip33sc8.jpg)
http://img244.imageshack.us/img244/8457/ovwip34ft9.th.jpg (http://img244.imageshack.us/my.php?image=ovwip34ft9.jpg)
Update Notes:
- I need help with the layout of a part of a map (see last picture in this update)
- May end up making a lower sewer tunnels connecting T-Hut to Middle
- Time Stamping updates from now on
-----------------------------------------------------
*Update 1* - Reworked the sizing of CT spawn, and the bombsites, and walkways because it seemed very small.
http://img187.imageshack.us/img187/2659/ovwip21qa8.th.jpg (http://img187.imageshack.us/my.php?image=ovwip21qa8.jpg)
Shot of middle. Notice the staircase that leads up to B catwalk. Also, take note of the Terrorist in the pit, the height of the wall isn't too high. I will add a ladder to make it "russka-like".
http://img154.imageshack.us/img154/7366/ovwip22sn3.th.jpg (http://img154.imageshack.us/my.php?image=ovwip22sn3.jpg)
Update 1 Notes:
- I think this will be balanced. It is sort of hard to get into bombsites, so defending might by easy. If your team cannot hold a bombsite (CT side), the "consequence" is losing lots of time to kill everyone and defuse the bomb.
- It takes 18 seconds to get from A to B, and vice-versa through spawn.
- It takes 20 seconds to get from A to B through middle transition.
-----------------------------------------------------
*Old Screenshot* What CT Spawn used to look like with de_justify (before converting to csp_justify, now I will be doing everything different):
http://img166.imageshack.us/img166/8172/csjustifyrb6.th.jpg (http://img166.imageshack.us/my.php?image=csjustifyrb6.jpg)
Reason for not continuing this is because I was a noob. I used textures for models on block faces, I could not see what I was doing because polygons flickered all the time on the camera view (hammer bug, sorta). Scale of CT Spawn was way too small, and I didn't optimize correctly.
-----------------------------------------------------
Sketch:
http://img186.imageshack.us/img186/9720/sketchda4.th.jpg (http://img186.imageshack.us/my.php?image=sketchda4.jpg)
Overview of what I have so far:
http://img352.imageshack.us/img352/4469/ovwip1gl6.th.jpg (http://img352.imageshack.us/my.php?image=ovwip1gl6.jpg)
Another shot from CT Spawn to show its "vertical ness":
http://img519.imageshack.us/img519/1176/ovwip2copyso6.th.jpg (http://img519.imageshack.us/my.php?image=ovwip2copyso6.jpg)
Architecture Sketching (self-taught architecture theory, super quick sketch, no perspective at all):
http://img352.imageshack.us/img352/1244/sketcharchqd5.th.jpg (http://img352.imageshack.us/my.php?image=sketcharchqd5.jpg)
Hello guys, I've been working on a map called csp_justify, to help contribute to new competition. I am deciding to release some W.I.P. screenshots to give the community a chance to voice opinions on things so that most players would be satisfied with (so I don't release a crap map nobody plays ;) ).
I started this 5 months ago, but I never got around to it. I need to start a portfolio of some type, so I decided to finish this up.
Goal: To create a map that is enjoyable, familiar, plays well. If you look at the layout, it is like a de_inferno layout, Bombsite A on the left, and Bombsite B to the right. There are aspects of de_russka as well, with the middle resembling somewhat like it. I am also adding new stuff, like the T-Hut, for balanced picking purposes.
-----------------------------------------------------
*Update 2* (August 29, 2008) - I worked on bombsite A tunnels, entrance of bombsite A, but I am currently stumped on some ideas. Please view last picture in this update for details.
http://img516.imageshack.us/img516/5820/ovwip31nx2.th.jpg (http://img516.imageshack.us/my.php?image=ovwip31nx2.jpg)
http://img413.imageshack.us/img413/5974/ovwip32zg9.th.jpg (http://img413.imageshack.us/my.php?image=ovwip32zg9.jpg)
http://img413.imageshack.us/img413/3779/ovwip33sc8.th.jpg (http://img413.imageshack.us/my.php?image=ovwip33sc8.jpg)
http://img244.imageshack.us/img244/8457/ovwip34ft9.th.jpg (http://img244.imageshack.us/my.php?image=ovwip34ft9.jpg)
Update Notes:
- I need help with the layout of a part of a map (see last picture in this update)
- May end up making a lower sewer tunnels connecting T-Hut to Middle
- Time Stamping updates from now on
-----------------------------------------------------
*Update 1* - Reworked the sizing of CT spawn, and the bombsites, and walkways because it seemed very small.
http://img187.imageshack.us/img187/2659/ovwip21qa8.th.jpg (http://img187.imageshack.us/my.php?image=ovwip21qa8.jpg)
Shot of middle. Notice the staircase that leads up to B catwalk. Also, take note of the Terrorist in the pit, the height of the wall isn't too high. I will add a ladder to make it "russka-like".
http://img154.imageshack.us/img154/7366/ovwip22sn3.th.jpg (http://img154.imageshack.us/my.php?image=ovwip22sn3.jpg)
Update 1 Notes:
- I think this will be balanced. It is sort of hard to get into bombsites, so defending might by easy. If your team cannot hold a bombsite (CT side), the "consequence" is losing lots of time to kill everyone and defuse the bomb.
- It takes 18 seconds to get from A to B, and vice-versa through spawn.
- It takes 20 seconds to get from A to B through middle transition.
-----------------------------------------------------
*Old Screenshot* What CT Spawn used to look like with de_justify (before converting to csp_justify, now I will be doing everything different):
http://img166.imageshack.us/img166/8172/csjustifyrb6.th.jpg (http://img166.imageshack.us/my.php?image=csjustifyrb6.jpg)
Reason for not continuing this is because I was a noob. I used textures for models on block faces, I could not see what I was doing because polygons flickered all the time on the camera view (hammer bug, sorta). Scale of CT Spawn was way too small, and I didn't optimize correctly.
-----------------------------------------------------
Sketch:
http://img186.imageshack.us/img186/9720/sketchda4.th.jpg (http://img186.imageshack.us/my.php?image=sketchda4.jpg)
Overview of what I have so far:
http://img352.imageshack.us/img352/4469/ovwip1gl6.th.jpg (http://img352.imageshack.us/my.php?image=ovwip1gl6.jpg)
Another shot from CT Spawn to show its "vertical ness":
http://img519.imageshack.us/img519/1176/ovwip2copyso6.th.jpg (http://img519.imageshack.us/my.php?image=ovwip2copyso6.jpg)
Architecture Sketching (self-taught architecture theory, super quick sketch, no perspective at all):
http://img352.imageshack.us/img352/1244/sketcharchqd5.th.jpg (http://img352.imageshack.us/my.php?image=sketcharchqd5.jpg)