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[WIP] [DoD:S] my first map : dod_corianso

  • Satyre
  • March 20, 2008 at 6:58 PM
  • Satyre
    • March 20, 2008 at 6:58 PM
    • #1

    Hi !

    I'm new on this forum, first of all, sorry for my english not very correct...

    Well, I'm a dod:s's mapper, I'm working about my first map : dod_corianso.

    For my first map, I tried to make an original map, with the source textures and the source mdl.

    dod_corianso (imaginary town) take place in Italia, on seaside, in 1944. There are 5 flags.

    Us army start on the beach whereas axis start in town.

    Progression : 60%

    Screenshots :

    [i have directx 8, that explain the low quality of my screenshots]

    The least detailed zones :

    the midlle :

    [Blocked Image: http://pix.nofrag.com/f/c/c/07767c667ff6c4d449f9a1aa3f4d3.jpg]

    [Blocked Image: http://images0.hiboox.com/images/3307/vr9ychqf.jpg]

    [Blocked Image: http://pix.nofrag.com/1/9/6/aac1a9868418a4b6b770acd89d0e2.jpg]

    near to axi's spawn :

    [Blocked Image: http://pix.nofrag.com/6/3/8/bdf950ae57d2ebf9317e0126cf3cf.jpg]

    the catacombs :

    [Blocked Image: http://pix.nofrag.com/2/0/b/4b2520276a2683b2e070f4dde9ad8.jpg]

    [Blocked Image: http://pix.nofrag.com/1/0/4/c16fa78bb5b4abd369185cbead619.jpg]

    The most detailed zones (not finished) :

    [Blocked Image: http://pix.nofrag.com/b/4/c/6b04dcf579afec291185c57e70239.jpg]

    [Blocked Image: http://pix.nofrag.com/0/6/6/9aa2c9bed2faa0ed759090df1e8d6.jpg]

    [Blocked Image: http://pix.nofrag.com/1/8/0/148ff5201cc0ebe30fcca6862254f.jpg]

    The US's spawn, which is finished :

    [Blocked Image: http://pix.nofrag.com/1/d/c/34a49efe745de9507a81fec6b9c10.jpg]

    [Blocked Image: http://pix.nofrag.com/7/8/c/a9ee817e2807fd458442c81a2b8ff.jpg]

    [Blocked Image: http://pix.nofrag.com/c/5/7/18983608a81e9131d74432e44fafc.jpg]

    [Blocked Image: http://pix.nofrag.com/4/b/9/16b7475c500e6b5e81560e550956a.jpg]

    In hammer :

    [Blocked Image: http://pix.nofrag.com/6/2/9/e2404d2853638bc77c1dceebf0a77tt.jpg]

    Of course, the big skybox is provisional !

    Thx for comments !

  • ⌐■_■
    • March 20, 2008 at 8:23 PM
    • #2

    no wai thats your first map!!

    but if youre speaking the truth, my young padawan, youre one hell of a talented leveldesigner!!

    looks good so far. love to see some dx9 screenshots tho

  • PogoP
    • March 20, 2008 at 9:55 PM
    • #3

    Wicked atmosphere man.

    Is that really your first map?

  • Thrik
    • March 20, 2008 at 10:09 PM
    • #4

    I get a weirdly Anzio feel to this map, despite it looking nothing like it.

    Looks awesome though, and I bet it'll look even better with DirectX 9. Great work!

  • -HP-
    • March 20, 2008 at 11:44 PM
    • #5

    First map?

    5 hurgs for you then!

  • General Vivi
    • March 21, 2008 at 5:35 AM
    • #6

    first map with source engine?

    if not.... then...

  • Satyre
    • March 21, 2008 at 6:15 PM
    • #7

    Thx !

    Quote from killertomato

    but if youre speaking the truth, my young padawan, youre one hell of a talented leveldesigner!!

    No, I'm just very patient and motivated !

    It's really my first map, but I learnt to handle Hammer before making this map ! (counter other novices)

    In fact, I have been working about corianso for 1 year, I'm working slowly because I'm learning together...

    Quote from generalvivi

    first map with source engine?

    No ! simply first map !

    At the beginning, corianso was like this (lol) :

    [Blocked Image: http://pix.nofrag.com/d/c/8/f3407ee2bd573db9cf437edb7b3cb.jpg]


    Shortly, a friend will do screenshots with dx9 .

  • ⌐■_■
    • March 21, 2008 at 7:01 PM
    • #8

    i wish i had your patience 4 years ago.. ill be awaiting your dx9 shots.

  • RA7
    • March 21, 2008 at 11:12 PM
    • #9

    Sweet, maybe u could add sum rain and thunder, would be great with that spooky atmosphere.

  • DELTATHUND3R
    • March 22, 2008 at 10:12 PM
    • #10

    Awsome work:) looks really good and yea your first map wow thats great u have alot of talent

  • Minos
    • March 24, 2008 at 3:02 AM
    • #11

    Looks bloody amazing for a first map I love the atmosphere but I think it could look even better with some thicker fog and yellow light spots (with big glow sprites) here and there!

  • El Moroes
    • March 24, 2008 at 10:46 AM
    • #12

    As I said you, it's a really good stuff!!! I'll be here for the tests! lol

  • Satyre
    • March 25, 2008 at 5:39 PM
    • #13
    Quote from RA7

    Sweet, maybe u could add sum rain and thunder, would be great with that spooky atmosphere.

    I don't think to add rain an thunder. I will keep actual atmosphère.

    Quote from Minotauro

    Looks bloody amazing for a first map I love the atmosphere but I think it could look even better with some thicker fog and yellow light spots (with big glow sprites) here and there!

    Yea, surely, I will change fog, it will be more thicker !

    About light spots, I don't know. Indeed, I try to be realist ! As city is destroyed, normally, it shouldn't have electricity ! But, I admit that is a problem for me because some places are very dark… I’ll see this later.

    Moroes, of course, you will be here for tests . (Je ne pense pas avoir à te dire que c’est un grand plaisir pour moi !!).

    Thx all.

  • Satyre
    • June 24, 2009 at 4:01 PM
    • #14

    Hey eveyone,

    pfeww, I haven't come over this thread for a long time...

    Weeell, I was working on that map for many months when I had to stop after getting some huge problems with hammer and dods 8 months ago... but...

    I'm working on it again, so here're some pictures about the seaside part which is almost finished:

    [Blocked Image: http://img8.imageshack.us/img8/3972/dodcorianso1.jpg]

    [Blocked Image: http://img194.imageshack.us/img194/6286/dodcoriansopano3.jpg]

    [Blocked Image: http://img35.imageshack.us/img35/7866/dodcoriansopano1.jpg]

    I still have a really annoying problem with that sand blend texture which switch when covering up by water and I absolutely have no idea on how to correct that...

  • JeanPaul
    • June 25, 2009 at 3:50 AM
    • #15

    Some properly placed military flood lights would look incredible

  • Skjalg
    • June 25, 2009 at 12:43 PM
    • #16
    Quote from JeanPaul

    Some properly placed military flood lights would look incredible

    I agree, but I'm not so sure it would give the same eerie abandonded feel that it has now...

  • popcornjake
    • June 25, 2009 at 3:43 PM
    • #17

    You seem to be a master of atmosphere, looks rawesome, original too I might add.

  • Satyre
    • June 25, 2009 at 7:25 PM
    • #18

    Thanks guys

    Quote from JeanPaul

    Some properly placed military flood lights would look incredible

    Thank you JP.

    I used to have a discussion about that in a French forum and I don't know how to set up that kind of thing. Indeed I try to do something as realist as possible and I think to set up any spotlights would be quite out of place... I mean, the context is the following one: the town has just been bombarded to allow allied's landing on the beach. Why would Axis lit the sea? or why would Allied lit the town?

    In fact, I'd like to use some fire sprites to bring light on by setting up blazes... but the standard fire sprite doesn't fit well and I don't know how to make animated sprites (quite like this)

    Presently, I think I won't change the lighting. I'll work this out later

    However, if you have any ideas in mind, I'll look forward them

  • JeanPaul
    • June 29, 2009 at 9:03 PM
    • #19
    Quote from Satyre

    Thanks guys

    I don't know how to set up that kind of thing.

    Before anything else, worrying about realism in DoD is something I will never understand. :megamon:

    1. get the light prop, I have no clue where it is

    2. set it to the "on" skin (2 or 3)

    3. find the angles of where the bulbs are pointing and place a light_spot accordingly (this is generally speaking)

    4. set the light color to around a light yellow with a just a hint of orange (dont know if the old military lights were a tungsten or not as opposed to the modern day pure white [mimicking daylight with a color temperature of around 5000-6000 kelvin]) here I am ranting about color tempurature of light spots after telling you not to worry about realism in DoD

    the next few steps depend on placement of the light and where its casting

    5. set the brightness to around 800-1000

    6. set the constant to about 10000

    Constant is how far the light will cast, in inches. So the higher the number the longer it will cast. Also, if you set it really high in certain areas, you will never see the light falloff because of how high its supposed to go before dimming out. The light_spot's cone should help with this. If you notice how the cone has 3 color brightnesses and how they turn to one solid color if you set the constant to 500000. Thats because the brightness falloff is too far for you to see/hammer to show. So hypothetically if you were to set the constant to infinity (not possible) the brightness you set will be cast for ever without ever becoming less bright. Changing the constant is very helpful in situations of strong spotlights because of the control you have over it rather than just setting the brightness to a stupid high level (which is what I see most of the time in maps)

    Ohhhhhh, then change the lightmap down on the surfaces of which have shadows casting on them and hot damn you will have some source engine sexiness.

    Anywhoo, hope that helps. I normally wouldnt post something like this but you seem rather competent in what you are doing here, so why not.

  • Satyre
    • August 16, 2009 at 5:28 PM
    • #20

    Thank you JP, I will try that on the seaside part.

    I'm currently working on the middle of the map. I still have a couple of things to change but it would be finished pretty soon

    [Blocked Image: http://img39.imageshack.us/img39/9240/coriansomiddle.jpg]

    [Blocked Image: http://img39.imageshack.us/img39/2303/coriansoruine.jpg]

    Also, I've planned to edit the atmosphere a little bit, I find the current one too dark to be played. I will probably change the sky as well.

    I'll post new shots as soon as possible

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