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Ar_Winter_Lodge - A Map for Counter-Strike: Global Offensive

2nd Place! Winter Wonderland

“ Equally impressive in detail and design, this map falls slightly short in the visuals (custom content and lighting) department preventing it from grabbing the top spot. The gameplay is frantic and one of the best in all the submissions. The transition between the map and the 3D skybox is commendable. This is the 2nd map that faithfully captures the contest theme. Other judges also praised the consideration given to prop placement and the truly spectacular external environment! Well done! Prize: $50 cash ”

Terrorists stole Christmas!

Ar\_Winter\_Lodge

Made by The Giblets of Jesus


This is my entry for the GameBanana Winter Wonderland Mapping Contest.

Background
I haven't really got a background narrative for this map so how about this; Terrorists suck, they stole Christmas, Christmas is ace, go kill them.

Video


Other notes
As with most of my maps, I had to test the map with bots, so if anyone does any extensive player testing, I'd love to hear about it. Any constructive comments and feedback are appreciated, as always. **EDIT:** This map is now available on the [Steam workshop!](http://steamcommunity.com/sharedfiles/filedetails/?id=125805743) -----------------------------------------------------------------------------------------------------------------------------
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  • doctorn0 avatar
    doctorn0 Joined 2y ago
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    1y
    port to css!!!
    thee0ccult
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  • does-not-exist avatar
    does-not-exist Joined 8y ago
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    7y
    oh noez wai terrorists stole xmas im going to sue them for their high-velocity high-capacity assault clips and their aks
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  • Giblets of Jesus avatar
    Giblets of Jesus username pic Joined 12y ago
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    8y
    > **Posted by Psychic Kitten** > Love the way the map looks. You have really captured what a winter lodge looks like. Thank you! > **Posted by Psychic Kitten** > The only issue i have is with the garages. They look out of place because they are right in front of the main entrance. i think it would of been better if you had maybe moved it to the side a little. While I would like there to be a little more room between the two of them, ultimately I think I've boxed myself into a problem here :( No 2 ways about it, I gun dun goofed. > **Posted by Psychic Kitten** > I dislike the playerclip that seals off the map, it might have been been better to move it back to where the truck is, or move the truck closer to the playerclip. Also, there doesn't seem to be cubemaps. I didn't include cubemaps because my relationship with the Source engine is an ongoing love hate story. The story being that I hate terribly some of the features in Source in implemented and love simple it is to use otherwise. Anyway, cubemaps usually mess things up one way or another and considering time constraints, I thought it best just to leave them out for this one. And yes the clipping. Oh how I will burn for this is design hell for invisible walls. In other news, I'm currently tweaking the map to fix the areaportal issues, move that car in the garage and fix up the spawns for DeathMatch, expect and update within the week!
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  • Psychic Kitten avatar
    Psychic Kitten Joined 9y ago
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    8y
    Love the way the map looks. You have really captured what a winter lodge looks like. The only issue i have is with the garages. They look out of place because they are right in front of the main entrance. i think it would of been better if you had maybe moved it to the side a little. I dislike the playerclip that seals off the map, it might have been been better to move it back to where the truck is, or move the truck closer to the playerclip. Also, there doesn't seem to be cubemaps.
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    Is a kitten.
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  • Giblets of Jesus avatar
    Giblets of Jesus username pic Joined 12y ago
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    8y
    > **Posted by JC75** > I took this to a spin with the bots, and I must say the map felt really good. I like how you achieved a symmetric layout and still kept a very realistic feel and look to the map. I think that is a sign of a good mapper. Thank you! > **Posted by JC75** > My only issue is that most of the action seemed to happen right between the spawns, near the fireplace, but this might just been an issue with the NAVs. The downstairs area also seems a bit "forgotten" if you know what im saying. I think this is due to the bots taking the most efficient route to an area of conflict and not necessarily the smartest (I.e. flanking the enemy or hanging back for a bit). I found that after a few rounds, the bots would start to go around the outside of the building instead of just going straight through it. Hopefully if a bunch of humans actually play it, they won't just rush to the centre of the map each time. _Hopefully._ > **Posted by JC75** > Just one minor thing: you can't get in the T side garage (one with the red car) through the front. If you fix this, maybe make the doorways bigger too, I was wondering how the cars could have gotten inside :D The car is the same width as the one in the other garage, its just that it's a little longer than the other and I didn't correctly compensate for it when I was putting together the final version. T's can still get through by doing a little jump and the issue is so minor, I think I'll leave off updating the map unless I need to make a bunch of other changes (saving me a lot of time just to fix a very minor bug). Thanks for the feedback!
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  • JC75 avatar
    JC75 Joined 14y ago
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    8y
    I took this to a spin with the bots, and i must say the map felt really good. I like how you achieved a symmetric layout and still kept a very realistic feel and look to the map. I think that is a sign of a good mapper. My only issue is that most of the action seemed to happen right between the spawns, near the fireplace, but this might just been an issue with the NAVs. The downstairs area also seems a bit "forgotten" if you know what im saying. Just one minor thing: you can't get in the T side garage (one with the red car) through the front. If you fix this, maybe make the doorways bigger too, i was wondering how the cars could have gotten inside :D
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    The sOt^ username pic Joined 11y ago
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    8y
    This map should be winner.
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    The sOt^ avatar
    Mantra
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  • Giblets of Jesus avatar
    Giblets of Jesus username pic Joined 12y ago
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    8y
    > **Posted by Mr Dragon** > Here is image of displacement. http://sleekupload.com/uploads/5/20121227_00001.jpg > > I also noticed one more bug check out here. 1 2 3 > > The ground disappears on some doors when they are closed. Ah, I fixed that displacement one. I'll see if I can do anything about those other ones later today.
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    Mr Dragon Joined 9y ago
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    8y
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    Giblets of Jesus username pic Joined 12y ago
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    • 1st Place - Secret Society Mapping Contest Medal icon
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    8y
    > **Posted by Mr Dragon** > pros: it looks good nice designs and details, and its fun to play. > > cons: most doors open only 1 way(should be both ways), red car in garage blocks entrance and few displacement holes on the ground near house. > > and maybe spawns should be placed randomly in all rooms, because main action is outside inside downstairs rooms are rarely used. Thanks for the feedback! Most of the doors actually open in both directions, the ones to the toilets only open backwards because they would clip into the other doors otherwise. As for the spawns, I think they'll be a little close to eachother if placed downstairs since there's only two doors separating the teams, but thanks for the suggestion anyway! If you could take some screenshots of where these holes are in the ground, I'll go plug them. Thought I would suggest for the new version to be uploaded as I've just fixed a few ones I noticed. > **Posted by charli** > good work =) missed model... Oh damn. Thanks for letting me know, I'll get right on fixing that.
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Version
1.01