[CS:GO] de_Hotel (working title)

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

[CS:GO] de_Hotel (working title)

Postby ThePain on Mon Jan 28, 2013 10:51 pm

Update 1-29-13

First pass on a couple of buildings.

Parking Garage next to CT spawn

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BasketBall Court

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Art Deco Across from A Bomb

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Original post

The rumors of my death have been slightly exaggerated.

Yes I know there's a (thousand) CS map called hotel. It'll be called something cooler later.

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And because pictures don't give you the best feel for it, I did a video walkthrough.

Last edited by ThePain on Wed Jan 30, 2013 2:21 am, edited 1 time in total.
It's quite simple really. I want to be a professional level designer. I want this to be my job.
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Re: [CS:GO] de_Hotel (working title)

Postby pk_hunter on Tue Jan 29, 2013 1:22 am

Looks like a pretty neat layout, but please start taking advantage of the engine! You could achieve this map in Goldsource in its current state and it really wouldn't look too different.
You've really given yourself a challenge by making these huge spaces you'll have to creatively fill which can be very difficult.
Possibly the thing that stands out most to me is the lack of trims. Skirting boards, kerbs, floor edges - anything to break up the monotony of the textures would do this wonders.
It's probably too WIP to release media, in fact. There's so much that is unfinished about this that giving focused feedback is actually very difficult because I have no idea what is simply placeholder and what is actually lacking. Maps at this stage tend to still be dev textured for that reason. It's just a layout, just an idea.
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Re: [CS:GO] de_Hotel (working title)

Postby ThePain on Tue Jan 29, 2013 2:24 am

Well, yes. I don't want to go around doing trim and tiny details if I need to wipe out a huge chunk of the map.

These are the initial screenshots I'm releasing to show the flow of the map with little bits of detail thrown in here and there to make it obvious what the areas are going to become so other people can get a sense of what I'm aiming for.

Every building has a plan for it and reference pictures laid out, so I'm not worried about filling the level with detail.

What I'm hoping to get is feedback like "This area is too open, this area is too small. Your map favors AWPing too much with these long lines of sight, you need more cover.
It's quite simple really. I want to be a professional level designer. I want this to be my job.
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Re: [CS:GO] de_Hotel (working title)

Postby Plague on Tue Jan 29, 2013 2:33 am

Maybe try a van parked in that spot right under the cross-hairs, maybe at a slight angle(asshole parking).
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Re: [CS:GO] de_Hotel (working title)

Postby Text_Fish on Tue Jan 29, 2013 5:24 pm

I don't really get the point of the back-alleys route seeing as it'll mostly be as much of an awp-fest as mid. If you're intent on keeping it I'd advise using it to link to some sort of underground car park which then leads under the road and in to the hotel, that way it serves a purpose as an alternative route to an objective as well as a way to flank the other team.
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Re: [CS:GO] de_Hotel (working title)

Postby ErikKiller on Tue Jan 29, 2013 5:31 pm

I had to listen without audio, you looked like a rabid dog on drugs spazzing out. Do not spaz out.
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Re: [CS:GO] de_Hotel (working title)

Postby ThePain on Wed Jan 30, 2013 2:11 am

Text_Fish wrote:I don't really get the point of the back-alleys route seeing as it'll mostly be as much of an awp-fest as mid. If you're intent on keeping it I'd advise using it to link to some sort of underground car park which then leads under the road and in to the hotel, that way it serves a purpose as an alternative route to an objective as well as a way to flank the other team.


The back alleys serve as flanking paths for the A bomb site. While A bomb itself is exposed, the alleys allow for a brave SMG or shotgun to quickly get behind the enemy or be a nuisance while guarding a planted bomb from AWP happy CTs, or so a CT can flank around a camping T sniper. The main street and inside the hotel are the direct routes to A and B, the street focusing on long range play and inside the hotel on short to medium. The back alleys and courtyard of the hotel serve as secondary and flanking paths (The back alleys favoring short range to A to compliment long range of the streets, and the open large lanes of fire of the courtyard allowing for long range play for the cramped indoors hotel corridors to B. Or at least that's what I want to happen. The back alleys also quickly punish a camping AWP heavy team. They can sit and watch center while the other team rushes with P90s and shotguns and slaughter the camping members, then easily rotate into hotel to keep up the momentum.

In the end there's not too much I can do about the broken nature of the AWP. People in this game can twitch shoot with it from across the map or 4 feet away.

ErikKiller wrote:I had to listen without audio, you looked like a rabid dog on drugs spazzing out. Do not spaz out.

Rabid and spaz are not words I'm used to hearing used to describe my voice. Usually it's dull and bored. Not sure how to take this. Unless you mean that without sound it looked like I was spazzing out with my mouse. In which case I would say it makes sense with audio as I'm pointing out what I'm talking about. I'll make a fly-through vid properly without the hud or weapon rendered.

First pass on a couple of buildings.

Parking Garage next to CT spawn

Image

BasketBall Court

Image

Art Deco Across from A Bomb

Image
It's quite simple really. I want to be a professional level designer. I want this to be my job.
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Re: [CS:GO] de_Hotel (working title)

Postby ErikKiller on Wed Jan 30, 2013 2:30 pm

ThePain wrote:
ErikKiller wrote:I had to listen without audio, you looked like a rabid dog on drugs spazzing out. Do not spaz out.

Rabid and spaz are not words I'm used to hearing used to describe my voice. Usually it's dull and bored. Not sure how to take this. Unless you mean that without sound it looked like I was spazzing out with my mouse. In which case I would say it makes sense with audio as I'm pointing out what I'm talking about. I'll make a fly-through vid properly without the hud or weapon rendered.

No man, I didn't have access to audio so I had to watch it without. I almost got seasick. And I doubt you had to keep switching between the pistol and the knife.
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Re: [CS:GO] de_Hotel (working title)

Postby Major Banter on Wed Jan 30, 2013 3:22 pm

ErikKiller wrote:I had to listen without audio, you looked like a rabid dog on drugs spazzing out. Do not spaz out.

If that voice is 'rabid and spaz' then I'm Davy Crockett.

Anyway, back onto the subject. I'd really appreciate a proper overhead view to get a feel for the sightlines.
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Re: [CS:GO] de_Hotel (working title)

Postby Plague on Wed Jan 30, 2013 3:28 pm

ErikKiller wrote:
ThePain wrote:
ErikKiller wrote:I had to listen without audio, you looked like a rabid dog on drugs spazzing out. Do not spaz out.

Rabid and spaz are not words I'm used to hearing used to describe my voice. Usually it's dull and bored. Not sure how to take this. Unless you mean that without sound it looked like I was spazzing out with my mouse. In which case I would say it makes sense with audio as I'm pointing out what I'm talking about. I'll make a fly-through vid properly without the hud or weapon rendered.

No man, I didn't have access to audio so I had to watch it without. I almost got seasick. And I doubt you had to keep switching between the pistol and the knife.


Switching between the knife and pistol was annoying(because of sound), but getting nausea is a little excessive.


Edit:
Major Banter wrote:Anyway, back onto the subject. I'd really appreciate a proper overhead view to get a feel for the sightlines.


ditto on the overhead view.
Contact. The EU welcomes the pain free. That's emotional impact.
I actually think limitation is good for creativity. If we had an engine that could do everything, we would be in trouble. It gives us focus. ~~ Randy Lundeen
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Re: [CS:GO] de_Hotel (working title)

Postby ThePain on Wed Jan 30, 2013 4:47 pm

Overhead!

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It's quite simple really. I want to be a professional level designer. I want this to be my job.
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Re: [CS:GO] de_Hotel (working title)

Postby brintron on Thu Jan 31, 2013 9:45 pm

ThePain wrote:Overhead!

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I like this map. I think CS needs more North American locations; city streets and buildings. Everything kind of looks spaced out, which is going to make adding detail hard but overall I think it looks nice. Excited to play it!
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