[CS:GO] de_nakatomi WIP

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[CS:GO] de_nakatomi WIP

Postby Naticus on Tue Nov 15, 2011 8:11 pm

I've posted a few screens from this map in the pimpage thread a while back. This is a semi-major update so I decided to make a thread for this map.

It is a defusal mission based in a newly built (still under construction) high rise office building. The CTs spawn in the lobby and the Ts spawn on the 38th floor. Bombsite A is on the 3rd floor and bombsite B is on the roof.

You may be wondering how the hell are you going to play a defusal map with the spawns and bombsites 38 floors apart??? :roll:

With the fastest elevator system you have ever seen, that's how! This is not your typical func_tracktrain glitchy elevator monstrosity. The elevator system I developed is based on teleports and info_landmarks. The elevator cars don't really go anywhere. When the doors close, the teleport activates, the doors open and you are on the 38th floor. Each car is identically set and lit and it is nearly impossible to tell that you have teleported. The map will need to be play tested to ensure that an elevator car full of players teleports properly without anyone getting stuck. I'm pretty sure the info_landmark system I have in place will prevent this.

Bomb site A is set on the 3rd floor and is still under construction. There are plenty of elevators available to get to and from all conceivable locations. For time and simplicity's sake each elevator will only take you to one fixed location. They are strategically laid out so that there will be multiple routes to and from bomb sites. Bomb site B is set in the ventilation room of the roof, just below the helipad.

The map is in a state where the layout and routes are complete. There is still a ton more detailing to be done and a 3d cityscape skybox to be built. Please let me know if you are willing to help with play testing. I would rather tweak the routes now.

Anyways... on with the wip screens.

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Re: [CS:GO] de_nakatomi WIP

Postby Zecrah on Tue Nov 15, 2011 8:26 pm

On the third screenshot, I don't believe the sprites need to be quite so bright for each light. It's pretty distracting. Same applies to the second from bottom one.

I'd be interested to see how your elevator idea works though. Also, the rooftop looks pretty nice - I like the geometry. ^^
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Re: [CS:GO] de_nakatomi WIP

Postby SilentlyWeeps on Tue Nov 15, 2011 8:29 pm

Looks great so far, I'm not a major fan of CSS aside from it's zombie mods lol but I would be
willing to help play test. Just pm me if you want.
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Re: [CS:GO] de_nakatomi WIP

Postby zombie@computer on Tue Nov 15, 2011 10:12 pm

jippykayee motherfucker. It's pretty recognizable and thats a good thing.
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Re: [CS:GO] de_nakatomi WIP

Postby Naticus on Tue Nov 15, 2011 10:22 pm

zombie@computer wrote:jippykayee motherfucker. It's pretty recognizable and thats a good thing.


Winner!!! I was hoping someone might get it. :P

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Re: [CS:GO] de_nakatomi WIP

Postby dissonance on Wed Nov 16, 2011 1:04 am

you're gonna need a shitload of screen doors.

[edit]: actually, how about adding a few pallets of screen doors on the ground floor as a joke prop?
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