de_desertion Created 14 years ago2010-08-09 23:06:54 UTC by Archie Archie

Created 14 years ago2010-08-09 23:06:54 UTC by Archie Archie

Posted 14 years ago2010-08-09 23:06:54 UTC Post #284048
Hey guys!
So for the past 3 months or so since the release of cs_trepidation I've been working on a defusal map under the title "de_desertion."

After seeing what I guessed to be the fortieth generic Dust-clone map I had come across in my time as a CSS player, I decided that I needed to make a point. I wanted to show that it's possible to make a map in the Dust setting without losing a sense of uniqueness and originality. This map would not be a Dust clone. This map had to have its own personality - it had to be crammed with custom content and with things never usually seen in the environment CSS players devote themselves to.

So I came up with several ideas but the one that stuck was a high-tech lab hidden underground in a desert environment. This was for two reasons - one, I had just made a neat set of lab textures based loosely on the game Evil Genius, and two, I wanted there to be an extremely stark contrast to the map to give it some flair.

Three months later, I had a playable layout.

The following shots are very WIP, but give a good idea of the location.
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This is without a doubt the biggest map I've ever made. The surface alone is bigger than de_aztec, and there are also a whole series of underground passages and labs.
It messes with the conventions of CSS by having quite an open layout and expansive bombsites which make firefights extremely unpredictable. It's my hope that this will keep players coming back. There's always a new tactic to try.

I'd love to know what you think of it so far and whether or not you agree with my desire to be as far removed from de_dust2 as possible. I mean, obviously the classic does something right or players wouldn't keep going back to it - but I personally am sick of playing the same rounds over and over on it.

Any suggestions are welcomed with open arms and an open mind.

Also, I would really, really, really like some help regarding optimisation of huge open maps like this. The compile times are starting to get... Excessive.

Cheers, folks. :)
Archie ArchieGoodbye Moonmen
Posted 14 years ago2010-08-09 23:36:57 UTC Post #284051
This looks incredible!
Let me know if this gets server time i want in!
Tetsu0 Tetsu0Positive Chaos
Posted 14 years ago2010-08-10 00:06:31 UTC Post #284052
thanks, Tetsu0 :)

Here's a better idea of the layout.
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Archie ArchieGoodbye Moonmen
Posted 14 years ago2010-08-10 01:08:30 UTC Post #284055
Use more solids for those road turns in the 4th picture.

Looks like you're putting a lot of effort into this.
Posted 14 years ago2010-08-10 03:04:30 UTC Post #284057
meh, the first shot is cool in a BFBC2-copied-if-it-ain't-broke-don't-fix-it kinda way but the rest are really quite plain and empty tbh. maybe you haven't done outdoor prop placement yet or something i have no idea. certainly something decent to build off anyway.

edit: for optimisation, make everything that isn't part of the bare structure of the map func_detailed. this will cut your vis times HEAPS. like seriously it shouldn't be more than a couple minutes. vrad will always rape though, especially with HDR.
Trapt Traptlegend
Posted 14 years ago2010-08-10 07:35:29 UTC Post #284059
Wow looks really great i liek the displacements and a lot of the brushwork! I'd give more critical comments if i knew more about source mapping..

)

Captain Terror Captain Terrorwhen a man loves a woman
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