I also looked into having a sand texture for the level to replace the de_dust sand texture I used on the map. I looked at Substance Share network and found some examples of what I was looking for.
I have been playing quite a lot of Overwatch and Blizzard made a map called Temple of Anubis. Great work, very pretty. Because it's very cartoony, I looked at it to get an idea of how they managed certain aspects. I really liked the ground texture they used. I figure that I can get away with something similar in my map. Even though CSGO has a more realistic art style, because the game takes place on a theme park, I can get away with the guest zone being much more cartoony and fake-ish.
I created a set of wooden beams, as well as some rope connectors. The connectors I place on the edges where 2 wooden beams meet. This gave me a set to create a scaffold system that would be unrestricted when I am making the scaffold system to fit into the base layout I made. I also placed some vending machines, to remind the player that you are in a theme park, in guest zone.
Afterwards, I wanted an object on the middle to block out some visibility. I felt that it was too open. I though of adding a statue inspired by Horus, an Egyptian god. I took inspiration on the design from the Horus statue in Overwatch at the Temple of Anubis. I kinda took her more into the art style of the other statues I had made like the sitting pharaoh and the Anubis, with the more noise texture, not too much detail, just some edge wear and the round spherical head without any features.
It is a good start, though I think I could do some more detailing on the body. Make it look like it was sculpted to be like the Horus is wrapped in cloth as well as some feather like lines on the wings. I have also yet to do the base of the statue, so I will do that this week hopefully.
I also have yet to do cubemaps and soundscapes. I am holding on those I think to the very end. For now, I offer the partial top view of the map, of the new dig site.