[CS:GO]de_Keystone

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[CS:GO]de_Keystone

Postby LexxoR on Sun Aug 11, 2013 2:50 pm

Hi folks!

I made new map for Counter-Strike Global Offensive called Keystone. It's demolition map with two bomb targets - fuel pipe and gas tank. Some screenshots here:

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Download - http://csgo.gamebanana.com/maps/175815

Download via workshop - http://steamcommunity.com/sharedfiles/filedetails/?id=168693438
Last edited by LexxoR on Sun Aug 11, 2013 6:36 pm, edited 1 time in total.
Sorry for my english, I'm from Russia :)
My portfolio - http://lexxor.tumblr.com/
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Re: [CS:GO]de_Keystone

Postby StefanC19 on Sun Aug 11, 2013 3:02 pm

nice map, only thing I don't understand is why you would put it on workshop... I mean, you do know they will claim the entire map as their own once you put it there right?
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Re: [CS:GO]de_Keystone

Postby LexxoR on Sun Aug 11, 2013 3:13 pm

I never worked with Workshop, just want to try it :)
Sorry for my english, I'm from Russia :)
My portfolio - http://lexxor.tumblr.com/
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Re: [CS:GO]de_Keystone

Postby Stormy on Sun Aug 11, 2013 8:06 pm

Very nice map. Is that all stock stuff? The quality of community CS:GO maps seems to be so consistently better than the CS:S maps. Why is this? Are the tools different or is it just that the scene isn't saturated with utter shit yet?

Stefan I don't think this is the place to discuss the nuances of the workshop, but it's a good subject to talk about, maybe in the serious discussion forum?
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Re: [CS:GO]de_Keystone

Postby LexxoR on Sun Aug 11, 2013 8:28 pm

Very nice map. Is that all stock stuff? The quality of community CS:GO maps seems to be so consistently better than the CS:S maps. Why is this? Are the tools different or is it just that the scene isn't saturated with utter shit yet?


Sorry, not sure that I understand right "stock stuff" - but if you talking about content - models and textures - for this level I made some new stuff (40 models and few environment textures), so here is 50% content from game and 50% made by me.

Quality of prop models in the game are rised up to 5-10-15k tris per models is OK, some weapons have 15-20k tris, and also quality textures, plus particle effects.

Lighting system is changed a bit - new dynamic outdoor shadows + lightmap "ambient occlusion" looks good.

Tools absolutely doesn't have any difference (just some minor updates).
Sorry for my english, I'm from Russia :)
My portfolio - http://lexxor.tumblr.com/
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Re: [CS:GO]de_Keystone

Postby MayheM on Tue Aug 13, 2013 2:29 pm

I believe stormy is asking if you have and custom assets in the map or if the content used is all stock "shipped with the game". From the looks of it, there are definitely custom assets in the map.

As for stormy's comment about maps looking far better; I do think it has to do, at least in part, with the stock assets from the game being better and more diverse. Not to mention the fact the engine is greatly improved as well. Just the lighting alone makes the maps look far better. So much so I am tempted to go back and edit some of my older maps and re-release them for CS:GO.

The map does look really nice! I am looking forward to having more time on my hands after training for my new job I will have more time to do some mapping. Seeing stuff like this gets me psyched to get to that point sooner rather than later!
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Re: [CS:GO]de_Keystone

Postby Smurftyours on Wed Aug 14, 2013 12:14 am

LexxoR wrote:It's demolition map

Do you mean defusal?
jangalomph wrote:Wise words from a wise man. ^
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Re: [CS:GO]de_Keystone

Postby MayheM on Wed Aug 14, 2013 1:11 am

Smurftyours wrote:
LexxoR wrote:It's demolition map

Do you mean defusal?

guess that depends on what side you are on...
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Re: [CS:GO]de_Keystone

Postby [frank] on Wed Aug 14, 2013 4:52 am

I saw these images on here and that lead me to download it from the workshop, and, once in game, I didn't even think to look up. I feel like much of the vertical assets are wasted.

I also found this map to be overly dark in many areas. The central circular area in particular I could barely see in. Many of the corridors and hallways had areas that you could effectively not be seen in.

Whilst I appreciate the clean look and feel it is more fitting to this style of the map than the typical CS:GO overabundance of clutter, the map feels sorely under detailed in some places. The same floor square pattern that is in the A bomb site, both spawns and practically all the outside areas that aren't metal walkways needs some variety. It's a wonderful texture, but really shouldn't be everywhere because it feels stale.

I believe adding edge textures and trims to many of your areas would help make it feel more engaging. Lots of your brushes (and their textures) meet at hard edges and there's no transition zone. One easy spot that comes to mind is that ramp from CT spawn. It just cuts off and you can clearly see it's just added on top of the floor. Dirtying up the transition zone, adding a metal lip, breaking up the floor tiles so it's not just a solid edge due to anything from construction or heavy machinery travelling over it would make it looks nicer, more interesting, but not detract from gameplay. In a similar vein, there seems to be a few alignment issues with textures

There are a couple of issues with your metal stair cases. Some are clipped, some are not. It's best to clip them all. Additionally, in the "underneath" part of the bridge near CT spawn, you can see issues with the model clipping with the textures around it. This could be concealed with a metal block brush (which in my mind would also make more structural sense).

From CT spawn, if you climb on the spools (the round wooden models with stuff coiled on them), you can easily jump onto the fencing. From here you can get stuck in the outside areas of the bridge with no option but to suicide in console. At bombsite A you can also jump onto the barrels to get onto the bombsite platform (which feels oddly clipped for no good reason) or onto the fence and then upon the other objects in the area. Otherwise, clipping issues seem ok.

Though I didn't play this in any extensive gameplay tests, it feels like all your chokepoints are just the inside corridors. This would be good (if they were a bit brighter) but you can circumvent any trips inside by just walking around in the very open and very sparse exterior. As such, I feel like some of the exterior paths should be restricted more, filled with some more objects that just aren't crates.

I should make it clear that I think this map looks really nice and I like the theme. I feel that the most important aspect is for you to flesh it out more than anything. I'm subscribed to it on the workshop (which is a good tool - not sure what the guy earlier in this thread is going on about) so I'll be glad to download any updates that get pushed.
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