[CS Source] Skylands

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[CS Source] Skylands

Postby acid on Mon May 23, 2011 7:27 am

Image Image

Gameplay:
Skylands is a Ak/M4 aim map. Both teams spawn on their respective group of islands consisting of 4 islands each but facing away from the other team to prevent easy spawnkills. Both teams have a scout lying on the back isle of their bases.

Visuals:
I tried to employ some principles of color composition, which is why I changed the prodigy blendtexture to a custom one replacing grass with sand. I also tinted all bushes and shrubs orange to maintain consistency.

Hope it's fun or at least fun to look at! Enjoy!


[Preview Video]

[Download]
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Re: [CS Source] Skylands

Postby Ark11 on Mon May 23, 2011 8:41 am

This is a beautiful map. Awesome work.
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Re: [CS Source] Skylands

Postby Chrille on Mon May 23, 2011 9:26 am

Good looking indeed, and original! Too bad I don't play CS:S.
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Re: [CS Source] Skylands

Postby Ich 666 on Mon May 23, 2011 4:42 pm

Have you thought about having ANY cover for the players? Not only when spawning but also during the round. The only thing i see are the two pillars, which wont be enough to cover a whole team. Also why would someone go over that bridge?? Hes exposed to the enemies and when hes on the other side he wont find any cover either, so ill promise you that in 99.9% of the matches everyone will camp behind those pillars or behind the walls, if its possible to go there.

Optic-wise the map is looking good and makes a nice difference to all those stupid aim maps that are out there.
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Re: [CS Source] Skylands

Postby acid on Mon May 23, 2011 6:47 pm

Thanks everyone!

ich, you don't need to go over the horizontal bridges, two of each teams six spawns are on the left and right islands. I wanted the gameplay to be somewhat new and creative so I just opted for reversed spawns, stealthing patterns and hiding places instead of actual cover. Might be stupid, I couldn't test it extensively as of yet :D
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Re: [CS Source] Skylands

Postby mookie on Mon May 23, 2011 11:50 pm

Cool concept. I'd thought about doing something vaguely similar, although in a Heaven/Classical style.

A few thoughts:

(1) The ropes on the bridges are deceptive; the first time, you'll walk right through them thinking that they'll keep you from falling over.

(2) Very little cover. A combination of vertical variation and low-height walls could provide some good cover. Turning the spawns around to face the wrong way won't make up for this at all.

(3) Needs at least one way to get between the two sides, probably two or more.

(4) Lower island in front of each side is a dead end, gives no meaningful advantage, and is completely bare of hard cover.

(5) The floating objects seem pretty pointless as it is. The theme here seems to be "flying office furniture and very large bricks." If you could easily jump from brick to brick, or on floating pads made of small clusters of bricks, and get to the other side, there might be something worthwhile here.

(6) Death from the floor below comes pretty suddenly (after only a very short fall).

(7) Prohibitively small.

Might be pretty fun, with gravity set down to 120 (15%).
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