This is a WIP symmetrical arena-styled deathmatch map, set in a large corporate lobby sometime in the future, and my current entry for the Old School Level Design Contest.
From the start I wanted verticality to be a focal point, and having 3 floors of balconies connected by staircases seemed appropriate. I also wanted the central area of the map to feel open while still providing decent cover. Players would be able to drop down from one to the next to change things up during what would normally be a horizontal firefight scross the central area.
There are rooms on the first and second floor in behind the walkways for a bit of added depth as well. on the third floor there is an open catwalk that links the sides together and passes what will be an elevator to/from the ground floor.
Really this map was more of an experiment with using a clean, angular, high contrast "forward" looking visual style that I've wanted to try for a long time. Due to the time constraints I did have to sacrifice a lot of the more "organic" flowing lines I would otherwise have wanted to integrate, but I'm still happy with the result.
This is also my first time using proper subdiv-geometry baking for generating custom textures. I think it turned out pretty well.
To-do list:
- Add an exterior 3D skybox
- Fix light luxel density
- Make lights into proper integrated elements, e.g. refine walls and ceilings
- Add functioning elevator
- Clean up UV mapping
- Add better weapon spawns, possibly retool the gamemode entities
- Add some greenery
- Fill out rooms in more detail
Download here for Counter-Strike: Source: gg_futurelobby
EDIT: Updated name and spawnpoints for GunGame.
Feedback and criticism is welcome!
From the start I wanted verticality to be a focal point, and having 3 floors of balconies connected by staircases seemed appropriate. I also wanted the central area of the map to feel open while still providing decent cover. Players would be able to drop down from one to the next to change things up during what would normally be a horizontal firefight scross the central area.
There are rooms on the first and second floor in behind the walkways for a bit of added depth as well. on the third floor there is an open catwalk that links the sides together and passes what will be an elevator to/from the ground floor.
Really this map was more of an experiment with using a clean, angular, high contrast "forward" looking visual style that I've wanted to try for a long time. Due to the time constraints I did have to sacrifice a lot of the more "organic" flowing lines I would otherwise have wanted to integrate, but I'm still happy with the result.
This is also my first time using proper subdiv-geometry baking for generating custom textures. I think it turned out pretty well.
To-do list:
- Add an exterior 3D skybox
- Fix light luxel density
- Make lights into proper integrated elements, e.g. refine walls and ceilings
- Add functioning elevator
- Clean up UV mapping
- Add better weapon spawns, possibly retool the gamemode entities
- Add some greenery
- Fill out rooms in more detail
Download here for Counter-Strike: Source: gg_futurelobby
EDIT: Updated name and spawnpoints for GunGame.
Feedback and criticism is welcome!