6/16/2023 0 Comments Counter strike go map editorThese can be used everywhere but sparingly and should only be used as a subtle reminder to the player of where they are thematically. The Overall Theme content is what sells the theme of the level to players, advertising boards, company logos, large art installations and so on. The things that could be used anywhere and would blend in to the background and not stand out unless you were specifically looking for them. The General Use content is the backbone of the building, it's wall sockets, ventilation tubes, sprinklers, desks and chairs. Assets that won't be used anywhere else except in their specific location. These are the things that help the player tell different areas apart from each other, a reception desk, a kitchen, a bathroom, etc. The Area Specific content is "hero assets" for each location in the level. After settling on the location: a modern advertising agency's office, I broke down the needs of the level into a few different categories: Unfortunately when you are presented with so many fantastic designs and ideas it can be hard to pick out what is important. Trying to cram in as much content as possible simply makes your level feel less unified and jarring. It's important to choose the right references for what you are building, something that looks cool in a single image or from a specific location might not fit into the theme of the level, and in a worst-case-scenario it might actually start to detract from the level as a whole. "Modern Office" is not exactly a style that has a single look, if you search for images you'll get back a lot of contrasting designs and ideas, trying to put every single one of those into a level would create a visual mess with no consistency. In order to stand out and create something really interesting and intriguing that would entice players to want to explore the level we decided to modernize the space and use white as the primary colour - this would help players see each other more easily and provide a striking visual setting it apart from other levels. We knew we were going to build an office space, but style was leaning towards an older government building with red bricks and musty wood. As I started to put in some basic textures we decided it felt too bland, and similar to other levels in the game. Starting out you should always have an idea of what you're going to create, even if it is quite vague, as it'll point you in the right direction for both creating architectural spaces and letting your imagination fill in the blanks as you build the basic shapes of the level. This isn't a postmortem but rather a walk-through of the various stages, hopefully to give some ideas to others, with lessons learned both positive and negative. In this article I will go over the process of creating the art, from props to set dressing, texture creation and lighting, while maintaining a visually pleasing aesthetic and serving to enhance the gameplay. It's been included in three official releases from the games creator, Valve, as part of their community level packs: Operation Bravo, Operation Phoenix and Operation Bloodhound. Phoenix being a community-voted choice, which was especially great to see that players enjoyed the style of gameplay and visuals that Agency brought with it. The basic idea being that Hostage Rescue could be just as precise and exciting as Bomb Defusal. Agency is a Hostage Rescue level, created as a collaboration between level designer Patrick Murphy, and myself doing the art. That's where we can start talking about Agency. In part this is because the Hostage Rescue mode is far more of a roleplaying experience, often with very poor odds of success for the team tasked with doing the rescuing. Often the levels are designed in such a way that the defending team has a large positional advantage, where simply staying-put will give them a good chance of winning. This leaves the poor Hostage Rescue mode sitting on the sidelines twiddling it's thumbs and feeling a little rejected. It's also the only mode played in competitive events and for huge prize money. The Bomb Defusal mode is by far the most popular, with maps designed with such detail that players can predict down to the second when another player is due to arrive in a certain area of the level. Players are split into two teams and challenge each other in various game modes such as Bomb Defusal (one team has to plant and detonate the bomb while the other tries to stop them) and Hostage Rescue (one team must rescue the hostages whilst the other attempts to prevent that). The original came out in 1999 and the core gameplay has remained almost unchanged. Just in case you have never heard of Counter Strike: Global Offensive, it's a hugely popular online FPS, successor to Counter Strike: Source and the original Counter Strike.
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