Thanks to all participants of the playtest!
Another classic test of the map! It began two hours too late, because I had to fix a lot of stuff and my internet connection took a while to upload about 80 MB of files.
I enjoyed it a lot. The game seemed to be unbalanced in the beginning, with the CTs winning each round, but I could not tell if one team has a major advantage after we scrambled the teams for the first time.
I will continue making the map pretty. Everything is still in placeholder or WIP textures and almost every model has a placeholder skin or is itself a placeholder.
Any comments appreciated.The time has come for another test of de_investment!
A few weeks have past since we did the last test of the map. Since then, I have worked mainly on the visual aspects, as we figured out the gameplay was fine. Many areas of the map have undergone quite drastic changes, although the routes and obstructions were almost completely preserved.
The test shall be on 20th of April. Now, since we all live in funny different time zones, that is the 21st in Europe and the 20th in 'MURICA. I plan to begin at around 2 am of my time zone, which is CET. Look up here for the event in your time zone:http://www.timeanddate.com/worldclock/f ... est&sort=0
If you want to be sure not to miss anything, please join the Interloper's steam group and join the chat two hours or something before the test begins.
Further details are to follow.Update 1st of February, 2013
Mayhem has been busy for me and provided a new version of the company logo, after I felt the round one would not really fit the map. I re-designed it a bit and Mayhem was so nice to provide a clear and cleaned up variant.
I made a first test with a 3D model of it:Update 27th of January, 2013
Thanks to everyone who participated in the playtest last night! We played for almost three hours and were between 10 and 12 players.
Here are some screenshots of the status quo of the map:Bombsite BSofa model made by Smurft and edited by myself (proportions).Bombsite AOffice
Sculpture prop by vcool.Terrorist spawnLeft hallSculpture (foreground) by Hollow.Atrium
I will continue creating all the props and materials needed for the map. A short list of things I plan to work on over the next few days and weeks:
- carpet textures
- marble tile floor textures
- concrete wall textures
- custom vent props
- company logo (made by Mayhem) as 3d models
- new flat screen model with a movie (sequence of the company logo)
- new stair props to replace the placeholders
OLDER AND / OR OBSOLETE UPDATESUpdate 26th of October, 2012
Today I want to present my new cubicle walls. I have made a new model, which is very similar to the first one, but still a bit different in details.
It comes in different versions, allowing a lot of different uses. The elements can be combined.
The skins are currently AO and colour maps, I will add specular maps and details later, but it gives a good preview, since the details (brushed metallish) will be very subtle.http://i.imgur.com/Umzay.jpghttp://i.imgur.com/1BGRN.jpg
The elements are:
Length 112 units
Length 58 units (half of 112 units)
Length 136 units (fits the width of a desk)
They each come in a version with 2 end posts and 1 end post (6 props).Update 5th of October, 2012
I am still working on the map. In the past few weeks I have mainly worked on the areas which had been most unfinished. Some areas were redesigned a bit, too. From the terrorist point of view, the left route is now entirly in green, the right route is in yellow, while the middle route (and the T-Spawn) are in orange.
This now represents fairly well the final look of the map, without any polish. Most of the textures are either still in work or simple placeholders, the lightning is experimental or dev, and so on.
The map is a big project, with many props to create.
Still, I want to show some progress. Terrorist spawnhttp://i.imgur.com/xPtJj.jpgCorridor in the office areahttp://i.imgur.com/CL4Xj.jpgOfficeshttp://i.imgur.com/eD2OD.jpgRoom with a fountain (connecting bombsite A and the office area)http://i.imgur.com/OGqYg.jpgRoom with stairs between the long hallway and bombsite Bhttp://i.imgur.com/2tHMk.jpg08/23/2012
A small update. I am working on the map and have made the last major change in the general architecture. I never liked the staircase and the two rooms connecting the terrorist spawn to the rest of the map, I think I now found the solution!
Now it is all part of the big lobby, making it visually smooth and also easier to navigate.
This is still WIP - on the upper floor the left wall is lacking the doors leading to the atrium in the middle of the map, and I didn't work on any real detail yet. But I still wanted to show you what I am currently working on.http://i.imgur.com/uxEzm.jpghttp://i.imgur.com/wbUjh.jpgGreat playtest!
I hope everyone enjoyed the playtest. If you have anything you want me to know, feel free to leave a comment!
A few impressions of the status quo of the map (playtest version 1.2)http://i.imgur.com/hQcLk.jpghttp://i.imgur.com/Q1txT.jpghttp://i.imgur.com/jLeev.jpghttp://i.imgur.com/DvsUT.jpgUpdate 23/05/12
I modified the atrium's ceiling to allow CS:GO work it's magic:http://i.imgur.com/MRLDB.jpghttp://i.imgur.com/DkHbY.jpg
I might make a CS:GO version available soon for everyone to playtest it with bots. Also, I will see how we can playtest it in CS:GO.
There will be still some playtesting to be done in CSS, though. I want to do at least one further playtest to see if my slightly changed bombsite A (the server room) works out.
Hope you like it!Update 22/05/12
I recieved access to the CS:GO Beta today. I have already compiled the map in CS:GO and want to show you some screenshots.
Sadly it does not work perfectly yet - it seems I can only play against one bot, although all the spawn points are valid.
After the first playtest I have worked on the map to include many of your suggestions. My main focus was to reduce the size of the map and to simplify the routes.
While I am not yet finished with all the changes, I want to present you a comparison.
Top is the playtest version.
Middle is the status quo.
Bottom includes most of the planned changes of the layout.
I am looking forward to a playtest (maybe this week) to test whether the changes are sufficient. http://img690.imageshack.us/img690/5302 ... cept01.jpgUpdate 05/04/12
I have finished my university essay and have worked on my map again. I reckon I will have a playtest version in a few days. Remember, a lot of the brushwork in the screenshots is just showing what I want it to look like later, with models and so on.
This is the middle hall of the map:http://img192.imageshack.us/img192/492/ ... 830002.jpghttp://img36.imageshack.us/img36/2073/d ... 830001.jpg
I have already presented a few screenshots in the Map Pimpage thread, so I will just post them here again:
T-Spawn impressions:http://img401.imageshack.us/img401/5990 ... 4s0000.jpghttp://img191.imageshack.us/img191/1941 ... 160000.jpg
Bombsite A impressions:http://img40.imageshack.us/img40/4031/p ... 300000.jpghttp://img256.imageshack.us/img256/9033 ... 300001.jpg
I have recieved some really good feedback in the Map Pimpage thread (see page 777!). Further media will be published over the next few days.