DeepSea is an SvT map drawing inspiration from the Deep Sea: Nullify Threat and Pelagic II: Exploration levels of Perfect Dark to create a dark and atmospheric underwater base for terrorists to try and stop sneak in. Aesthetically the map draws heavily from the low-res look of Perfect Dark and Half-life in an attempt to create a recognizably nostalgic feel in certain areas for players of Perfect Dark, though the map is merely inspired by, and does not draw from more than general look and feel of the aforementioned levels save a few key rooms (Elevator, Moon Pool).
The map features a wide array of ducts and crawl spaces for sneak to maneuver past terrorists in, as well as two generators having the ability to kill the lights in large sections of the base, helping allow sneak to hide in plain sight.
Sneaks spawn riding the massive elevator from Perfect Dark's Deep Sea: Nullify Threat mission down into the base and are immediately given two main paths to take which quickly split into a variety of different routes. Running straight takes you to the reception entrance and right-central side of the base, while opting to take the vent out of spawn brings you directly to the Moon Pool and Generator B.
Terrorists on the other hand find themselves spawning in the Intel room surrounding the objective. There are a plethora of routes sneak can take to enter this room so making sure to cover all entrances with tripmines and lookouts can go a long way. Of further note is the large central Security room which terrorists will find with various security monitors that could be displaying vital information about the route in which sneak has been taken. Keep in mind however that all the monitors are tied to physical cameras in various locations of the base, and the view may turn to static if these cameras are shot by sneak or Generator B loses power.
Please keep in mind that the map is still a WIP, currently on version a4, and that the layout is still subject to change, and new features may be added on each subsequent version. I will keep this post up to date as best as I can.
Map Screens:
https://i.imgur.com/fL5jM97.png
SNEAK ELEVATOR START
https://files.facepunch.com/forum/upload/112719/878c8866-6bf8-45e0-9a0d-0f725aea705a/image.png
CENTRAL SECURITY ROOM (note the security monitors)
https://files.facepunch.com/forum/upload/112719/d3995b59-c930-448f-9106-2711987e40c3/image.png
GALLEY (adjacent to Security)
https://files.facepunch.com/forum/upload/112719/d84aaea8-bca2-4ba4-af29-54554dbbce97/image.png
NORTH BARRACKS
https://files.facepunch.com/forum/upload/112719/7c290a92-0c2b-409a-a545-6337ddb8dc4e/image.png
INTEL ROOM (frog objective spawns where the floor dips)
https://files.facepunch.com/forum/upload/112719/eff76744-7e84-46b6-9255-ddce5c6ce20f/image.png
Of note is the fact that this map is quite dark and possibly disorientating for first time players. Therefore brightly lit signs are posted all around the level to guide players to specific areas, as well as aid in calling out Sneak locations. Remember that in SvT communication is KEY.
https://files.facepunch.com/forum/upload/112719/ad5a29ff-e778-4736-a3dd-6fbe30831c34/image.png
The upper right of this image highlights one of the various security cameras that Sneak may find useful to take out during their journey. (Look may be subject to change, most likely will be better highlighted in future versions)
Map Layout:
https://files.facepunch.com/forum/upload/112719/d9970b50-88fe-4daf-a8a2-70c483f4857f/image.png
Red routes are Sneak-only ventilation ducts, and the green lines stemming from the generators highlights which rooms' power it controls.
I always welcome feedback and ideas and find it especially useful for SvT, as there are countless interactables and shortcuts that can be added to create a more entertaining and variable experience each round. Feel free to comment any concerns or ideas.
Needs more signs everywhere, since the hallways look so samey, its hard to call out if you get attacked.
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