INS eGO Map

Acid Green

Thread Junky
Joined
Aug 1, 2007
Messages
843
In the last few days or so, I have been developing an Insurgency map built for eGO.

Even though it has only been a few days into production, I have made significant progress. I will be adding lighting effects and a skybox so it looks more like real life.

One of the biggest differences is that it doesn't exactly have the same style as most of the INS maps. It's less "deserty." I'm trying to give players a different feel from all the other maps. All the other maps were all based in desert areas. This map, ins_sunrise, is more based places with less desert. Most of the map is urban that almost looks like your average city (except for theres insurgents and abandoned cars and buildings.)

One of the big pluses is that almost and I mean almost every building you can enter 1 or 2 floors, or get on the roof of that building. This map also supports snipers. There are many good sniping positions in this map.

I have some screen shots to show you too.

ins_urbanstreets_a10004.jpg


ins_urbanstreets_a10003.jpg


ins_urbanstreets_a10002.jpg


ins_urbanstreets_a10001.jpg


ins_urbanstreets_a10000.jpg


These images are outdated, but they give you a feel for what it's going to be like.

The version I am currently working on is much larger than what you see here. And the the Insurgent spawn is no longer where it was in this version.

When I have a new version compiled I will post more screen shots in this thread.

I'm kind of flying-blind here. I need some good ideas one what to add. If you have any ideas, suggestions or comments please post them here. And if I use an idea you suggested, I will add a special thanks with your name on it to the credits texture in the map.
 
Last edited:
Thats awesome Acid Green.. is there any way you can make it like The simpson map in DOD:S and have moving Store Signs, and perhaps a Driving Car around the road.....
 
Interesting, I'd have to see it in action before I could really call it 'good' or 'bad', but nice work. I'd like to see how the play-testing goes. :)
 
You and your damn sniper rifle Zeg...

Hey Acid are you going to touch up the graphics so it doesn't look like a custom map, or is that even possible to do?
 
Hey Acid are you going to touch up the graphics so it doesn't look like a custom map, or is that even possible to do?

Yes I am still planning to do more with the texturing. But no matter what I'd do with it, i'm still hoping to make it less deserty from original maps. All the other maps are sand... So it will always look custom.
 
Yeah true, well then I like it so far cant wait to see more, keep us updated? Just post some update pictures in here if you will.
 
Nice work! I've also had the same "problem" with the stock maps. Even our most popular custom map (dust2) has dust/sand everywhere. I like the whole urban fighting idea. I think the hardest part is to make the map flow well, not what it looks like. I might try to get people play-testing as soon as possible so you can see how decorations influence game play. Even a single box can dramatically change a choke point.
 
Hl2master said he would let me use the scrim server to beta test the map, ill assume you all would want to come :)
 
I'm looking in to having play testing time around the time of the meeting on saturday. Hopefully right before it or afterwards. Reguardless of if it gets play testing time then, thats probably when I'll be releasing the first beta to everyone, I may give it out to some friends early. Look for a pm from me.
 
Back
Top