surf_innovation_night & surf_innovation_day

A Map for Counter-Strike: Global Offensive

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“ This map really was a textbook execution of a great surf combat map. Every part of the map felt relevant, useful and easy to route to and from. This map also really lived up to it's name with the jail really standing out as a great concept. Another concept, the wait time for getting weapons provided a very interesting twist on the surf combat gameplay, making acquiring weapons risky yet rewarding. Visually this entry also stood out as the most complete and thought through map. Things like the fact that each platform had propellers to keep them up in the air and the fact that the theme was implemented well on every part of the map.

The biggest complaint from our judges was a wish for a day version of the map as some judges found the map too dark for serious combat. Despite that, this map ran away with this contest and is the deserved winner. Congratulations! ”

Updates

FINAL VERSIONS
  • listed in the notes below
FIRST AND FINAL UPDATE TO THE MAP:

* Changed the map's name to surf_innovation_night and also added surf_innovation_day version of the map!: 

Due to the request of a bunch of people I have decided to also create a daytime version of the map, because as we all know they are usually way more enjoyable because of their clear visibility. The visuals might not be as deep and cool as in the nighttime version (also it was done really quickly so there are a bunch of weird shadows issues that I just don't want to spend time fixing, shouldn't affect gameplay in a bad way though), but what don't we do for better gameplay!

* Increased size of triggers opening the jail (now running/bhopping anywhere inside of the jail lights up the lights, excluding the exit door area:

People had hard time figuring out how the jail opening works, even if it's really simple, some people just constantly bhopped near the middle of the jail and ended up never touching the triggers which are supposed to open the jail door - once they understood where the triggers are the gameplay changed a lot in a good way, so I came to the conclusion that increasing triggers sizes is the best help I can give to players so they get to understand the system way faster.

* Added sounds:

That was something I didn't have time for before submitting my map for the contest (or let's be honest.. I was just lazy). Audio can be really useful in various cases, which is why all the spawners (weapon, healing, armor&ammo) now beep when they are ready so you don't have to look at them to be sure that you pick them up. Every jail light being turned on or off also does specific for itself beep in addition to jail door opening and closing sounds. I was thinking about boosters sounds, but I figured they aren't really necessary.

* Changed some brushwork to help with some surf routes:

The shape of the "credits platform" (the one below the map's logo aka angel wings) was changed so the ramp below it can be accessed easier from behind.

The shape of the platform with portal to jail was changed to help directing the portal from middle long ramp, especially when riding it's spine.
Masog avatar
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Member Joined 7y
3,375 points Ranked 1371st
13 medals 1 legendary 2 rare
  • 1st Place - CS:GO Combat Surf Mapping Contest Medal icon
  • 3rd Place - Underwater Mystery Mapping Contest Medal icon
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Masog avatar
Masog
3mo
Map designed for 102 tick. Not tested on other tickrates, don't know if it works properly.

Map made in less than a month because I didn't have enough time to work on it for more time. I'm not too happy with the state I have to release it in, but at least it's working and something fresh.

There's a bunch of unique things like jail mechanics, weapon spawners mechanics and a bunch of other stuff. The map is very focused on gameplay, so it looks just like your typical surf arena, although it looks pretty nice too (*cough*would look prettier if I spent more time on it*cough*). Design was based on this photo, so gray and blue colors are dominating on the map. One of the biggest challenges (and risks at the same time) was making the map night time (as we know night time maps usually aren't too liked) which is realistic enough but has great visibility. I think I managed to achieve that. Keep in mind that lighting was designed using default brightness: 2.2. People playing on the highest brightness can probably expect the map to look weird. The map was supposed to look clean and it does.

There is a lot of stuff related to gameplay that I took into consideration, I won't be able to name all of them, but some of them are:
- weapon spawners are delayed so people don't pick them up by accident and also only give weapon directly to player instead of spawning on the floor to make sure people don't lag the server as easily,
- horizontal boosters have 1 second delay before player can use them so they can't 360 reuse them as easily,
- infinite ramp (you will know what ramp that is if you play the map) damages player for 2 hp each loop to avoid players surfing on it forever,
- one-sided fade to black at the infinite ramp teleport "rooms" was designed specificly so people can't hide in the dark and shoot people from it while being nearly invisible,
- there are also heal spawners and kevlar spawners (which also refill ammo), but are placed in exposed spots to make sure their positioning is balanced,
- if people fail they get teleported to jail (randomly to one out of 8 spots to avoid camping for people who fail), have their speed reset and set to 500 u/s so they can start bhopping right away, also speed in jail is capped around 1000 u/s,
- boosts are made with vscripts so they are more consistent,
- a lot of tricksurf opportunities and fun routes,
- forced no fall damage,

The map has a lot of custom made textures, models, including ramps, and animations (the animations saved usage of ~700 brushes and over 1000 outputs!!). I didn't really have time to make higher quality textures and stuff, but I have already said that before, hopefully the rush is not too noticeable. There's a radar picture but it's not a radar, just map's logo, so it's recommended to turn radar off.

Recommended commands:

sv_timebetweenducks 0

sv_enablebunnyhopping 1

sv_autobunnyhopping 1

sv_staminajumpcost 0

sv_staminalandcost 0

sv_accelerate_use_weapon_speed 0

sv_accelerate 7

sv_airaccelerate 3000

mp_solid_teammates 0

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Posts

  • 3mo
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    Congratulations!
  • 3mo
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    A lot of detail gone into this, well deserved first place.
  • 3mo
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    So, I was able to get into your map for quite some time now. Honestly, after testing out pretty much all the maps, I feel like surf_innovation will be the strongest contender in the contest.

    All of the ramps are really nice and smooth, large enough to surf on. The gameplay just feels pretty strong. I also like the infinite loop, I didn't even feel like the damage would be required. If you see some of the professional surfers, they would just surf behind those who infinitly remain there and insta-kill them. In other words, it's more of a risk just looping there than not!

    Perhaps the coolest thing is how you made the night-theme work really well. I'm not a big fan of night-theme's, nor does Source help you out to make good use of it, but you definitly did. Overall the visuals are fitting the theme perfectly, it all just makes sense. The thing I tried to go for the most was to make my own surf map make sense in the concept of surf, and I feel your map does that too!

    A few things to highlight, but never anything major, and all but one non-gameplay bothering:

    • The jail is possibly the thing I got most confused about. It's hard to see what space is jail and what isn't (both to escape as to stand on top of).
    • Another thing that I felt was best tackled differently is the weapon pickups. Most surfers prefer to pickup weapons as they fly. I really like the effect you added for picking up weapons, but you are forced to stop and wait for a few seconds. It's better to do it the other way around: Pickup instantly, and have the effect show the cooldown time before pickup is possible again.
    • A last small thing is that the rotating windpressure models have a strange kind of circle, slightly off-center. Hard to describe, but it feels weird to look at. But, since it's at the bottom of the map, it's barely noticeable during play.

    Overall my favorite map of the contestants ;)

    Good luck in the contest!
    Level Design, Modeler, YouTube avatar
    Mantra
    Level Design, Modeler, YouTube
  • 3mo
    razEr^surf avatar
    razEr^surf Offline
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    I see no point in uploading my contribution after seeing this lol. This is incredible work.
    poop
  • 3mo
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    Looks amazing, you think your willing to share your skybox-texture at somepoint here? Think Global Offensive needs more than it currently has, this is a masterpiece!
    Finnish mapper 1.6/CS:GO avatar
    Mantra
    Finnish mapper 1.6/CS:GO
  • 3mo
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    Sexy.
    Only thing i could put my finger on, is that the ramps could use a little light, but that might just be me.

    Nice job!

    10/10

    ◢◤ avatar
    Mantra
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Credits

Author
Masog
design, models, textures
Special thanks
nyronic
nyronic Offline
Member Joined 7y
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help with a tricky animation
TopHATTwaffle
Member Joined 11y
8,034 points Ranked 543rd
19 medals 2 legendary 2 rare
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realworldtextures
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skybox
Testers
wayne3288
.sneaK
PROFILE
^smiley
Perfectu
green void
henrik
Player 1
SirMxon
steve
people i missed

Submitter

Masog avatar
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Member Joined 7y
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13 medals 1 legendary 2 rare
  • 1st Place - CS:GO Combat Surf Mapping Contest Medal icon
  • 3rd Place - Underwater Mystery Mapping Contest Medal icon
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  • One month a member Medal icon

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Masog

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Category

Details

Version
FINAL

Attributes

Development State
Final
Textures
Custom
Size
Medium

Stats

Posts
9
Views
1,192
Downloads
230
Date Added
3mo
Date Modified
3mo
Date Updated
3mo

Scores

91 bScore
9.8 Rating

5 voters

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