Developer blog: Deathrun_cipher (60% complete)

So I started on a new map a week ago, and thought I should do a bit of a blog on it. It’s an abstract deathrun map. I wanted to give it an abstract essence to it, but not over do it. As I thought that might be overkill for a deathrun map. I’m working on a GG/CS map as well, which I intend to make highly abstract but optimised. The map features ten traps, several of which are quite new. Featuring:

  • A drive by.
  • Drop of a high tower and can get squashed.
  • Strafe along a wall, jump to middle, middle can fall.

At the end of the map I am going to make a small mini game. The idea is that, Terrorists start with only a knife and then have the option to go and find a weapon or attempt to kill the Counter-Terrorist. The Counter-Terrorist starts with a pistol and can either kill the Terrorist or find a more powerful weapon. The powerful weapon spawns at different locations on each round to keep game play a bit more balanced.

Of course there will be the traditional old way of killing the Terrorists; go to the area where they kill the Counter-Terrorists and simply knife them or, pick up a weapon.

I am going to add another mini game, such as a bunny hopping one. Or another deathrun game inside it. Where both sides have the same traps, and the first one to the end gets a weapon. Of course they cannot get to each other.

Once I have finished the map I am going to do some posts on how I made each trap to help people out and possibly give them some inspiration.

Some screenshots of the map:

deathrun_cipherb10000
Terrorist spawn, looking through out to the second area of the Counter-Terrorist spawn.

deathrun_cipherb10001
Further down the hallway of the Terrorist area.  

deathrun_cipherb10002

Traps.

320000

More traps.

320001

More traps. This area is still very roughly sketched out. 

I am going to continue doing blog posts every 10% of the map i complete. If you have any feedback it would be great help.

Thanks


About this entry