de_boardroom

Source SDK Mapping: Automating the Propper Pipeline with SyncBack

Note: This isn’t a guide to setting up Propper. For that, check out the SourceSDK documentation and TopHatWaffle’s guide. This is a guide on automating your workflow so that you can spend more time iterating on meshes and your map, and not worrying about the locations of dozens of files. A Propper Introduction While getting into […]

de_boardroom 0.1 released on Steam Workshop

http://steamcommunity.com/sharedfiles/filedetails/?id=388019891   Version 0.1 A multi-tiered corporate boardroom in the penthouse atop a century-old skyscraper. Focus on tight quarters, verticality, and non-traditional CS. INTERESTING: *two-bomb DE gameplay at the moment *multiple custom models TODO: *Support more gametypes *Soundscape/audio pass *Bombsite B needs work *Update radar image *Clipping pass *Replace more geometry with custom models, such […]

New CSGO Map De_Boardroom: Major lighting pass, detail work, new building exterior.

I’m super happy to post this update. Here’s what’s happened since I started re-skinning the level exterior, and detailing the interior. FYI still a lot of WIP art, most notably the large hanging sculpture in the center of the main atrium. Created a dozen or so models for the exterior. Really would like more to […]

de_boardroom level design work in progress – new architecture

After a lot of debating and hem-hawing, I’m switching the architectural skin of the building from a generic modern look to an older and move developed Neo Gothic (with a touch of Art Deco) style. The old floor to ceiling windows on most rooms will be gone, and the general feel of the level will […]

Screenshot Update – de_boardroom map for CS:GO

  New shots uploaded tonight. I’ve been able to peck out an hour here or there on this map over the last month, and I’m at the point where I require feedback. I’ll be uploading soon, very soon, for some initial testing. I won’t be doing any more work on the map itself before uploading, […]