[WIP]Leo's Map Pack (de_riyadh, cs_office2, and de_underground)

L

LeoPawnz

Guest
These are two of the four maps I'm working on for CS:Source. I'm new to hammer after 4 years of UnrealEd, so I'm learning it currently, but my gold standard for all my mod work still stands: at or above the quality of the official content in all aspects. Enjoy the schematics! Criticize please!

Sorry for the huge size.

Office 2:
Office 2 is larger than Office 1 and is meant for large numbers of players. There are several redundant paths to prevent terrorist camping that presented frustration in Office 1 games and to add strategic possiblities. I have made a few design changes since this schematic was
made but I haven't updated the schematic with them. The major one was the moving of the hostages in the basement room to the room at the end of the hall below the terrorist spawn room and the removal of the basement all together. The other major change was making most of the doors automatic framed glass doors that make a noise when they open so enemies find each other faster and don't get lost when only one player is left on each team. The setting is at night and there are power cords outside by the terrorist spawn room that can be shot to turn off the power-and most of the lights in the building- for fifteen seconds before the backup generators kick in. This adds extreme advantage to the use of nightvision by a coordinated team. This map will be intended for large public servers.

Note: sorry about the heightmap not being there, I'll update asap! And here is my original handwriten sketch for office2
http://img208.exs.cx/img208/1365/csoffice22se.gif

csoffice2v21qq.gif



Riyadh:
As you can see by the old title, Riyadh was originally intended to be the next dust, but with both Dust3 and Dust4 already taken by slapped together maps, I decided to name it after a town in Iraq that a friend had skirmishes in while serving there. Riyadh is a combination of Dust 2's look and feel with Aztec's large architectual scale. There is several ways to reach just about everywhere to add redundancy and strategic depth. The setting of the map is a market town which the terrorists will be trying to bomb. Bomb site A is a storage house right behind the Counter-Terrorist's spawn, and bomb site B is a marketplace which is at a roughly equal distance from both teams' spawns. Players can get inside the merchant stands, but unless there is space behind the stand, they won't be able to stand up behind them. There are several elements that will seem familiar from Dust 2. This map's size will be perfect for player limits of 16-26 players.
deriyadhv22zb.gif

Version 1: http://img208.exs.cx/img208/3225/deriyadh8jo.gif

I know you don't see many mappers usually go so hardcore on the predevelopment for the public like this, but I like to keep the peoples involved in what's being made for them ;).
Screenies soon, wish me luck!
 
de_underground's schematic will be done soon. de_riyadh is the first in line since it needs the least custom content, then cs_office, followed by de_underground. The 3 will be internally tested until the whole pack is done. Screenies will be released only after development of the maps are to alpha stage. If you wish to be part of alpha/beta testing, please email me at [email protected]. I do not want anyone else to ask about mapping with me, as I am using these projects in my portfolio for college and job applications and I need to do the mapping on my own. Modelers will be accepted however as I have no modeling tools to create my own and I am on time constraints. Suggestions, comments, and criticism is appreciated.

-Leo
 
Riyadh looks ace! Can't wait for these maps - hell, I might even email you about the testing ;)
 
nice maps, i enjoy seeing someone that takes pride in the way their maps are implemented in the actual online world. I also like seeing someone that has ideas for strategies in their maps (such as the power cords) I’ll keep an eye on this! :)
 
Thanks, I will put up more schematics of each showing paths, strategies, choke points, and other things.
 
I hope you follow through, if so.. They can be quality maps.. i like the layout of ridayh.
 
You don't have to worry about me not following through here man, my entire future could ride on the quality of these maps (amongst other projects as well), I'm not about to do anything shy of excellence here. :cool:
 
your entire future sounds big planning on tyring to get hired by valve with these 2 maps i am sure they will probobly want you in with them

i have one more question are you gonna have custom textures and models?
 
Looks very promising! I like the fact that you have them so well planned out...

Of course, the true test will be in the results, but if you could post up some maps screenies from those UnrealEd days you might be able to silence some of those naysayers. ;) Just an idea.

And I underestand how you want to do these yourself, but if you have questions I'm sure someone will be willing to help (but I'm a mappin newb I'm afraid). I've recently learned what a difference optimization (area_portals, occluders and the like) can be for your framerates (20% or more); that can break a map from being popular... so I suggest you make sure to get that polished up when the time comes. I only mention it because perhaps your previous experiance is with a different engine, and who knows!

Good luck mate. :D
 
jmjneary said:
your entire future sounds big planning on tyring to get hired by valve with these 2 maps i am sure they will probobly want you in with them

i have one more question are you gonna have custom textures and models?

If you think a company like Valve would hire anyone from just these 2 maps no matter how good they are, you're quite mistaken. Try 8 to 10 along with other projects as well as experience in other games and genres :cool:. Custom content will be included somewhere in every map. The amount of custom content needed is deciding the order they're constructed in (riyadh, office2, then underground).


SixThree said:
Can you map?

Yes, I know level design.
 
LeoPawnz said:
If you think a company like Valve would hire anyone from just these 2 maps no matter how good they are, you're quite mistaken. Try 8 to 10 along with other projects as well as experience in other games and genres :cool:. Custom content will be included somewhere in every map. The amount of custom content needed is deciding the order they're constructed in (riyadh, office2, then underground).




Yes, I know level design.

Designing and building are very different.
 
Six Three is right, almost anybody can draw a map on paper but not many can map it well. i hope they turn out good tho =)
 
*UpDaTe!*

de_riyadh:
-Development started.
-Added path lines and battle spots for schematic.
-Removed stairs next to CT spawn that lead directly to bomb site B.

cs_office2:
-Experimenting with two-floor concept.

de_underground:
-Schematic coming Thursday.
 
FYI Leo, the board maximum for sig's is four lines. The mods will delete it if it is bigger than that.
 
Good to see you're planning out your maps!

Try Corel Xara for it, its very popular with professional game designers
 
you will be having custom texturing will you not maybe even some highres models
 
Unfortunately there are no new concepts in both office2 and riyadh (Haven't seen underground). I would like to see a more innovative setting, utilizing new textures and gameplay scenarios. Counter-terrorism, in real life, hardly ever occurs in the outdoors (most professional terrorists take advantage of shelter, using it as an arms cache. A prime example of a poor situation would be de_dust, which has no logical appeal to terrorists to block up a couple boxes. de_train and cs_office are my favorite maps in terms of realism. However, I know a new setting would spice up css a whole lot more. Perhaps, an American or Russian submarine (defusion), a hospital (hostage rescue), a 1 story house (small town in a regular neighborhood, hostage rescue), a chain of underground terrorist hide-outs (escort?), ect. I like the designs, though, very well done.
 
Remember, this is a game that portrays a realistic setting, but has few actual realism ties. This is CS; fun > realism. Riyadh will not have many custom textures since there are already so many to choose from, however I will have a few custom models including the merchant stand, my own crate model, and some other little things here and there. However, office2 will have more custom content and underground will be almost completely custom.
 
But never discount the possibility that realistic situations can be fun, as well. Variety is the spice of life.
 
There's this cool little map I've been playing lately. It's called 'de_hamster' I think. It's a bunch of glass tubes floating in space in configuration resembling a hamster cage.

I'm gonna agree with Leo in that 'fun > realism', but also agree with 'Variety is the spice of life.'
...But remember that swings both ways. Less realism is as cool as more realism, IMO.

Edit: Question: Since it was brought up, what did you use (program) to do your layout diagrammes? Just curious.
 
Good luck with these - they look like good layouts, which is something I have problems with.

Especially as UnrealEd and Hammer are quite different - even at fundamental levels.
 
i have faith in LeoPawnz cause hes my HERO!!! oh and btw, making maps that are true to life suck cause then you ruin gameplay, you would have Ts owning every round with "proffesional" situations.
 
Uni-Ball said:
i have faith in LeoPawnz cause hes my HERO!!! oh and btw, making maps that are true to life suck cause then you ruin gameplay, you would have Ts owning every round with "proffesional" situations.
lol! yeah. The t's are armed with faulty ak's in some buidling, and all the ct's spawn on the roof and by all the windows, all with flashbangs and night-vision and state of the art weapons, and then they cut the power and take em out in a few seconds... MmmHmmm realism. ;)
 
Phisionary said:
lol! yeah. The t's are armed with faulty ak's in some buidling, and all the ct's spawn on the roof and by all the windows, all with flashbangs and night-vision and state of the art weapons, and then they cut the power and take em out in a few seconds... MmmHmmm realism. ;)

Unless they're professional, and end it in a bloodbath. And seeing as how they're equally numbered in CS, it's a more even fight than you'd think.
 
true, true. it was an exageration. but CT's in RL will never start out with only a pistol, that's for sure. of course, neither will t's, but they have to smuggle their guns in (presuming this hostage situations isn't in the middle east or something), so they would be at a disadvantage from the start.

Edit: But maybe they are radical environmental terrorists or whatever and don't have to smuggle anything. Meh.

Edit2: Oh who cares. We shoots each others. That's al that counts. :p
 
I used Flash MX 2004 Pro to make these. I'm still on track for finishing the schematic for de_underground. Here are the details about underground:

Underground is based in a secret Black Ops facility built into one of the mesas of the Arizona desert. Terrorists start at the main entrance that has been blown open by charges, while the Counter-Terrorists start in the hangar via a helicopter entrance. There are 2 levels to the map; the upper parking lot/hangar service level and the lower level inside the facility itself. Bombsite A is in the facility database in the lower level. Bombsite B is the F-117A Nighthawk in the hangar service bay near the CT spawn. There are at least three paths to each site as well as a vent system. The facility is not some run-down abandoned base. It is fully operational and will look as such.
 
Interesting. I like that idea.
While I agree, CT's, on an individual basis, heavily out qualify the average T, some operations do go horribly wrong (Black Hawk Down), but again that was because the city had so many against the American soldiers.

What Ts do get in CSS that they don't have in real-life is automatically discounting the element of suprise. The game-play is very fixated on skill and team-work, and I think maps should give player's this option to utilize those advantages.
 
Only difference in the game is look and guns. Other than that they're just player skill.


SORRY the schematic for underground has been delayed because the school where Flash is was out today.
 
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