D
damijin
Guest
Hey, I've been working on a map for about forever and a half, but I can never seem to stay interested long enough to finish it. I was hoping I could pitch the idea here, show a few screens, and if there is any enthusiasm about it, I would have a reason to get it done.
Basically I'm not terribly artistic, and I designed the map with gameplay in mind... not really a specific location. It didn't occur to me until pretty deep into the map that this would be a problem for doing things like... uh... deciding what the hell the structure you're fighting over is supposed to be, and doing a 3d skybox. Basically it's still all development textures.
Gameplay wise, the map was designed with "fresh" competitive gameplay in mind. In a traditional defusal map, the terrorists play offense and try to take over a bomb site, plant the bomb, then defend the bombsite.
That's all well and good, but I tried to come up with a slight change that could bend the dynamics of that gameplay.
What I decided on, was to use lighting features of the source engine to create a "blackout" room. Unlike the traditional defusal map, which has 2 points of interest (bombsite A and B), my map has 3 points of interest.
The third point is the "switch"
(the red button)
This can be turned off or on. The default is "on", which will look like this from outside the switch room
When the switch has been turned off, the white light inside the room dies, and the red light becomes brighter.
(Note: If you have a tip for how to keep that red light looking nice and bright red, but without a glow, tell me. The problem is I cant turn the glow off/on with a trigger, so the light always looks like it's kind of "on" even when it's off)
Anyway, there's a reason behind this switch. When it is turned off, the lights inside bomb site B will die, falling back on only dim red emergency lights and a single swinging spotlight that hovers right above the plant area so that the bomb cannot be hidden in the darkness.
Bombsite B with lights on:
Bombsite B with lights off (screenshot came out a little darker than actual in-game with relatively high gamma settings):
The idea behind this is pretty simple, if you take a look at an overview of the map:
You will see that bomb site B and the switch are on opposite sides of the map, diagonally. Pretty much as far as you can possibly get from each other. I feel that by doing this you open up new strategies. Terrorists can go to B and plant in the light, theres nothing stopping them. But in the dark, they have a significant camping advantage. To make it dark they would need to send at least one play to the switch to turn it off. However, if that person leaves the switch, CTs will have no problem turning it back on.
This means you have several options as a terrorist:
Plant A (no light options there)
Plant B in the light
Plant B in the dark, and defend the switch to keep it dark
Plant B in the dark, and leave the switch open
Well once the bomb has been planted CTs will need to assault bomb site B. They will now need to make a choice:
Do I have a enough time to turn the light on and get to B to defuse?
Do I have a team-mate closer to the light who can turn it on for me while I prepare to enter B?
Is the light already on?
What if I die while trying to turn the light on?
I have extensively tested the paths for CT and T to make sure that they intersect at appropriate locations during rushes, etc. There are also a hand full of things that can only be accomplished by skilled jumps or stacking to for team-play. For all gameplay purposes, the map works. The only thing I have to do is optimize and polish. This is the least fun part of the process for me...
Should I finish it?
Basically I'm not terribly artistic, and I designed the map with gameplay in mind... not really a specific location. It didn't occur to me until pretty deep into the map that this would be a problem for doing things like... uh... deciding what the hell the structure you're fighting over is supposed to be, and doing a 3d skybox. Basically it's still all development textures.
Gameplay wise, the map was designed with "fresh" competitive gameplay in mind. In a traditional defusal map, the terrorists play offense and try to take over a bomb site, plant the bomb, then defend the bombsite.
That's all well and good, but I tried to come up with a slight change that could bend the dynamics of that gameplay.
What I decided on, was to use lighting features of the source engine to create a "blackout" room. Unlike the traditional defusal map, which has 2 points of interest (bombsite A and B), my map has 3 points of interest.
The third point is the "switch"

(the red button)
This can be turned off or on. The default is "on", which will look like this from outside the switch room

When the switch has been turned off, the white light inside the room dies, and the red light becomes brighter.

(Note: If you have a tip for how to keep that red light looking nice and bright red, but without a glow, tell me. The problem is I cant turn the glow off/on with a trigger, so the light always looks like it's kind of "on" even when it's off)
Anyway, there's a reason behind this switch. When it is turned off, the lights inside bomb site B will die, falling back on only dim red emergency lights and a single swinging spotlight that hovers right above the plant area so that the bomb cannot be hidden in the darkness.
Bombsite B with lights on:

Bombsite B with lights off (screenshot came out a little darker than actual in-game with relatively high gamma settings):

The idea behind this is pretty simple, if you take a look at an overview of the map:

You will see that bomb site B and the switch are on opposite sides of the map, diagonally. Pretty much as far as you can possibly get from each other. I feel that by doing this you open up new strategies. Terrorists can go to B and plant in the light, theres nothing stopping them. But in the dark, they have a significant camping advantage. To make it dark they would need to send at least one play to the switch to turn it off. However, if that person leaves the switch, CTs will have no problem turning it back on.
This means you have several options as a terrorist:
Plant A (no light options there)
Plant B in the light
Plant B in the dark, and defend the switch to keep it dark
Plant B in the dark, and leave the switch open
Well once the bomb has been planted CTs will need to assault bomb site B. They will now need to make a choice:
Do I have a enough time to turn the light on and get to B to defuse?
Do I have a team-mate closer to the light who can turn it on for me while I prepare to enter B?
Is the light already on?
What if I die while trying to turn the light on?
I have extensively tested the paths for CT and T to make sure that they intersect at appropriate locations during rushes, etc. There are also a hand full of things that can only be accomplished by skilled jumps or stacking to for team-play. For all gameplay purposes, the map works. The only thing I have to do is optimize and polish. This is the least fun part of the process for me...
Should I finish it?