de_devious is almost done
De_devious is a CS:Source defusal map set in a warehouse/industrial setting. It supports 16 easy, with more depending on how spammy and hectic you like to play (YMMV). There are two bombsites and there’s nowhere to hide. Get ready for some hectic battles =)
More pics and discussion after the jump.
De_devious actually came from a Half-life CS map that I did called de_lab. Originally, de_lab was designed based on de_dust. The main feature I wanted to borrow was the sniper run (it’s morphed into the crates [the last screenshot] in de_devious ). Everything else grew from that sniper run.
De_lab was a much smaller map than de_devious is. There was no outdoor sniper run, no back yard, no roof. Bombsite B was originally a bank of mainframe computers (now misc. cargo), and the whole front area of the map (with the CT spawn, garage, and Bombsite B) was completely different from what it is now.
In a roundabout way, the name of the map came from two places. I’d worked on a TFC map years ago called ‘Devious Methods,’ named after a badass D&B album by Hive that I always had on repeat while I worked. I was young and new to mapping and the concept spiraled out of control due to a lack of a schedule and lack of a concrete design (’design as you go’ doesn’t work for me).
So the TFC map fizzled. However, the idea remained–not only for the name, but for the overall map concept (the concept is very TF, and totally sweet…but I can’t tell you what it is!). So, to pay homage to the concept and to the map that never was (and the totally sweet album, too) I took the name and gave it to my warehouse map.
Also, the map fits with the backstory I gave this map, so that’s a plus. =)
As for why it’s a warehouse map instead of a lab, there are two reasons: 1.) When I’m mapping, I like to try to tie the maps, in some small way, into the mythos of the game I’m mapping for. A lab setting just didn’t make as much sense to me as something else did. It didn’t seem as ‘Half-Life 2′ to me. And 2.) I didn’t have any lab textures available to me when I started mapping this out. What I did have were warehouse textures. So, I used those.