Vandal
03-02-2005, 04:19 PM
Ok, so after some basic work I've decided to work on my first full map. I've finished the concept, the layout and the basic flow of the map (I got it pretty good on my first try.) What's left is the gameplay elements: Spawns, (at the moment I only have a CT spawn so I can check out the map in first person during testing.) Buy zones, and bomb zones.
Here's the layout: http://www.fragspersecond.net/csmaps/de_claustro_over.jpg
In concept, it's quite dust like. 2 Bombsites, 1 at CT spawn, 1 a stone's throw away from CT spawn, lots of action in the middle with room for T's to sneak back around to CT spawn for a bomb plant if the CT's aren't on their toes.
It's a sort of tunnel/sewer system. Terrorists are trying to complete one of two objectives:
1) Destroy the pump room. (site a) which controls all water and heating for the area.
2) Destroy the Counter-Terrorists' entry point (site b) to delay further attempts to stop the terrorist plan.
It's extremley basic, very square and as of right now very unfinished. Here's some of the shots of what I've gotten done so far:
CT Spawn:
http://www.fragspersecond.net/csmaps/de_claustro_test10000
CT Route to Bomb A:
http://www.fragspersecond.net/csmaps/de_claustro_test10001
Some of the first detail work I've done on the map. Metal framing.
http://www.fragspersecond.net/csmaps/de_claustro_test10002
More detail work near the CT's back route, a light source on either side of the doorway between halls. It will look awesome when the lighting is added to the map!
http://www.fragspersecond.net/csmaps/de_claustro_test10003
http://www.fragspersecond.net/csmaps/de_claustro_test10004
Any crits, advice ect would be helpful. Also, once the whole map is done and textured, I'll be adding my world models...I tried to do this on an earlier test map and had alot of problems (They showed up on the hammer preview, but not on the map...lighting and textures were fubar.) So if anybody had a link to a good explanation on how to use world models (physics and otherwise) I'd worship you.
Depending on how long it takes to add world models and the spawn/buy/bomb zones, this map could be done as early as next week.
Here's the layout: http://www.fragspersecond.net/csmaps/de_claustro_over.jpg
In concept, it's quite dust like. 2 Bombsites, 1 at CT spawn, 1 a stone's throw away from CT spawn, lots of action in the middle with room for T's to sneak back around to CT spawn for a bomb plant if the CT's aren't on their toes.
It's a sort of tunnel/sewer system. Terrorists are trying to complete one of two objectives:
1) Destroy the pump room. (site a) which controls all water and heating for the area.
2) Destroy the Counter-Terrorists' entry point (site b) to delay further attempts to stop the terrorist plan.
It's extremley basic, very square and as of right now very unfinished. Here's some of the shots of what I've gotten done so far:
CT Spawn:
http://www.fragspersecond.net/csmaps/de_claustro_test10000
CT Route to Bomb A:
http://www.fragspersecond.net/csmaps/de_claustro_test10001
Some of the first detail work I've done on the map. Metal framing.
http://www.fragspersecond.net/csmaps/de_claustro_test10002
More detail work near the CT's back route, a light source on either side of the doorway between halls. It will look awesome when the lighting is added to the map!
http://www.fragspersecond.net/csmaps/de_claustro_test10003
http://www.fragspersecond.net/csmaps/de_claustro_test10004
Any crits, advice ect would be helpful. Also, once the whole map is done and textured, I'll be adding my world models...I tried to do this on an earlier test map and had alot of problems (They showed up on the hammer preview, but not on the map...lighting and textures were fubar.) So if anybody had a link to a good explanation on how to use world models (physics and otherwise) I'd worship you.
Depending on how long it takes to add world models and the spawn/buy/bomb zones, this map could be done as early as next week.