[CS:GO] de_investment (WORKSHOP, Update 7 Sept)

Reveal what you have made so far and get feedback on development.

[CS:GO] de_investment (WORKSHOP, Update 7 Sept)

Postby Sathor on Thu Feb 16, 2012 8:03 am

WORKSHOP: http://steamcommunity.com/sharedfiles/f ... =171666668

I updated the map a few minutes ago.
Changes this update:
- added final stair models with according handrails
- added a few other various props

Known bugs:
- spec maps on world textures don't seem to work, fix already in progress

Screenshots
New stairs:
Image
Image

General:
Image
Image
Image
Image
Image

Hopefully you guys subscribe to it, like it, and rate it up - and everything else you can do on the Workshop!

Alpha!

After several weeks of work, I can proudly present the first alpha version of the map.

Some important facts about the alpha version:
- no more ripped materials are used, everything you see is custom made from scratch
- a lot of the textures and props (most, in fact) are not finished or mere placeholders

I hope to playtest the map again with the awesome interlopers testing team :wink:
It is either Friday (2nd August) or Saturday (3rd August). Perhaps the interested persons can tell in the thread when they prefer, because schoft, who usually provides a server, will not be there, so I basically need someone to host anyway ...

Some impressions:

Image
Image
Image
Image
Image
Image
Image
Image


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:

Image

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 B
Image

Image
Sofa model made by Smurft and edited by myself (proportions).

Bombsite A
Image

Office
Image
Sculpture prop by vcool.

Terrorist spawn
Image

Left hall
Image
Sculpture (foreground) by Hollow.

Atrium
Image

Image

Image

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 UPDATES

Update 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.jpg

http://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 spawn
http://i.imgur.com/xPtJj.jpg

Corridor in the office area
http://i.imgur.com/CL4Xj.jpg

Offices
http://i.imgur.com/eD2OD.jpg

Room with a fountain (connecting bombsite A and the office area)
http://i.imgur.com/OGqYg.jpg

Room with stairs between the long hallway and bombsite B
http://i.imgur.com/2tHMk.jpg

08/23/2012

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.jpg

http://i.imgur.com/wbUjh.jpg

Great 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.jpg
http://i.imgur.com/Q1txT.jpg
http://i.imgur.com/jLeev.jpg
http://i.imgur.com/DvsUT.jpg

Update 23/05/12

I modified the atrium's ceiling to allow CS:GO work it's magic:

http://i.imgur.com/MRLDB.jpg

http://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.

Anyway:

http://i.imgur.com/JWVSn.jpg

http://i.imgur.com/5o0we.jpg

http://i.imgur.com/0nXCr.jpg

http://i.imgur.com/IiF13.jpg

Update 23/04/12

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.jpg

Update 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.jpg

http://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.jpg

http://img191.imageshack.us/img191/1941 ... 160000.jpg

Bombsite A impressions:

http://img40.imageshack.us/img40/4031/p ... 300000.jpg

http://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.
Last edited by Sathor on Sat Sep 07, 2013 8:45 pm, edited 83 times in total.
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Re: [CS:GO] de_investment (update 16.02.12)

Postby Sathor on Thu Feb 16, 2012 3:07 pm

Hallo,

I have worked on the bombsite:

Image

Thanks to Phott for giving me feedback while I created the stuff - I kept spamming him with WIP screens :D

Notice: most of the brushwork is only placeholders for models later. I just like to make details with brushwork, because I tend to forget my best ideas if I don't immediately draw them or just do them with brushes.
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Re: [CS:GO] de_investment

Postby Corewarp on Thu Feb 16, 2012 8:17 pm

Looks pretty boss.
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Re: [CS:GO] de_investment

Postby Jangalomph on Fri Feb 17, 2012 2:37 am

The wave is very unique! I think it'll be interesting to see how this all turns out!
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I don’t know whether I was right or wrong, I guess I’ll never know… But I made it. And I guess I should be thankful for that. - Strelok
Has anyone really been far even as decided to use even go want to do look more like?
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Re: [CS:GO] de_investment

Postby Sathor on Wed Feb 22, 2012 8:01 pm

Today I want to present a first screen of another area of the map - the Gallery. While the other routes offer everything from CQB to middle range combat, the Gallery cover almost the entire length between T-Spawn and bombsite A. The upper floor is not accessible.
The pillars and any other detail are placeholders and will be replaced with models later, as always.

Image
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Re: [CS:GO] de_investment

Postby Hollow on Wed Feb 22, 2012 11:15 pm

Definitely digging the architecture.
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Re: [CS:GO] de_investment

Postby Generalvivi on Thu Feb 23, 2012 12:26 am

Love it so far
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Re: [CS:GO] de_investment

Postby Sander on Thu Feb 23, 2012 8:31 am

Wow, looks good!

The waving panels at spawn/the walls, the little inset at the pillars.. wow!

Pretty inspiring I must say, so please keep posting them!

Also, how is the texture pack of CS:GO, has it expanded much? I have not installed the Beta yet, but I hope for more textures than there were.
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Re: [CS:GO] de_investment

Postby nub on Thu Feb 23, 2012 4:57 pm

Very slick looking. You've got an eye for architecture. Good work Sathor.

The architecture totally reminds me of Mirrors Edge. I imagine that was part of your references?
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Re: [CS:GO] de_investment

Postby Sathor on Thu Feb 23, 2012 10:11 pm

Hollow wrote:Definitely digging the architecture.

Generalvivi wrote:Love it so far

Sander wrote:Wow, looks good!

nub wrote:Very slick looking. You've got an eye for architecture. Good work Sathor.


Thank you :)

Sander wrote:Also, how is the texture pack of CS:GO, has it expanded much? I have not installed the Beta yet, but I hope for more textures than there were.


I have not played the CS:GO BETA myself. I am using EP2 (Source 2009) to create the map. CS:S was causing some problems with complex brushwork. I can not tell you anything about the stock textures in CS:GO. But I can tell you I won't use any of them. Most likely everything in my map will be custom content.

nub wrote:The architecture totally reminds me of Mirrors Edge. I imagine that was part of your references?


Yes, of course. This map is basically what is left of ME:S. I decided to stop "copying" Mirror's Edge, because I think I have quite a few good ideas of my own (concerning both props and design). But you will still see a lot of stuff which either will remind you of ME or is indeed a copy of a ME model.

In fact, if you take a look at bombsite A, it has quite some similarities to the "RP&A" office in the first level of Mirror's Edge.
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Re: [CS:GO] de_investment

Postby cra0kalo on Fri Feb 24, 2012 10:04 pm

nice work @Sathor
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Re: [CS:GO] de_investment

Postby Sathor on Tue Feb 28, 2012 2:58 pm

Just a new WIP screen of bombsite A. The similarity to the RP&A office in Mirror's Edge is no coincidence :wink:

The painting is just a placeholder - I took a screenshot from Mirror's Edge to create it. I will later draw my own paintings in the same style. The custom textures are only quickly done placeholders, too, but I was tired of the dev textures.

Image
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Re: [CS:GO] de_investment

Postby Syphon on Tue Feb 28, 2012 4:54 pm

Nice! No need to replace the placeholders IMO^^

You're giving me the mapping itch again, thanks!

good luck.
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Re: [CS:GO] de_investment

Postby dissonance on Tue Feb 28, 2012 8:20 pm

this is looking really, really good.
i had fun once, and it was awful.
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Re: [CS:GO] de_investment

Postby Xanthi on Wed Feb 29, 2012 4:32 pm

Really nice work so far
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