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[ WIP ] DoD_Gassenhauer

  • Sector-Effector
  • April 25, 2008 at 12:04 PM
  • Sector-Effector
    • April 25, 2008 at 12:04 PM
    • #1

    Hi Y´all.

    This is Michael "Sector-Effector" Gömmel and I´d like present you a quick overview of my current CAMP project "DOD_GASSENHAUER"

    Gassenhauer is a working title. The project started by the end of 2007 and im working on it full steam since February.

    The current state is Prebeta, so I am aware of many visual glitches such as lighting and unfunky use of textures. I will be "boxing" in most of the buildings

    to make them look destroyed and scatter rubble to create better cover for assaults over the open spaces. Regard the buildings without windows as already kaputt.

    Right now, I am finalizing the Area_Portals and Cubemaps to then start implementing custom Materials. Playtests will be commencing soon. The intendended release is end of May ( Valve Time ).

    Layout:

    [Blocked Image: http://www.uploadking.de/090425/JVUPSaDu.jpg]

    A simplified view of the layout. It hope it´s not too confusing. The Lines depict the possible paths. I want to create a lot of possibilities especially for clans who work as a team and coordinate their assaults ( Deckungsgruppe! Feuer Marsch Marsch! ). Playtests will show if this works out. As of now, I think the map is suitable for 20+ players. As you can see, the paths show a lot of similarities, so do the sectors and buildings. Every building has a counterpart that performs the same gameplay function. Pretty basic I admit :]

    Screenshots:

    [Blocked Image: http://www.uploadking.de/090425/TBRkfrbW.jpg]

    Allied Square

    [Blocked Image: http://www.uploadking.de/090425/d1VFBf9.jpg]

    Allied Square

    [Blocked Image: http://www.uploadking.de/090425/YzRKxd3V.jpg]

    Axis Square

    [Blocked Image: http://www.uploadking.de/090425/eooTP3Q.jpg]

    Axis Square

    [Blocked Image: http://www.uploadking.de/090425/QEJT4wST.jpg]

    Piazza Ost

    [Blocked Image: http://www.uploadking.de/090425/kiOzvVmK.jpg]

    Piazza Ost

    [Blocked Image: http://www.uploadking.de/090425/RXttaElt.jpg]

    Middle

    [Blocked Image: http://www.uploadking.de/090425/fFu3WI4I.jpg]

    Middle

    [Blocked Image: http://www.uploadking.de/090425/HELL2WTN.jpg]

    Piazza West

    [Blocked Image: http://www.uploadking.de/090425/GE0h7J4t.jpg]

    Piazza West

    [Blocked Image: http://www.uploadking.de/090425/swOTbMfg.jpg]

    Konnektor A

    [Blocked Image: http://www.uploadking.de/090425/LgSfpye.jpg]

    Konnektor A

    [Blocked Image: http://www.uploadking.de/090425/ezfj3hQI.jpg]

    Konnektor B

    [Blocked Image: http://www.uploadking.de/090425/qRfVZrW3.jpg]

    Konnektor B

    Cheers,

    Michael

  • ⌐■_■
    • April 25, 2008 at 12:18 PM
    • #2

    heh

    although you could say this map lacks detail, i must say i like this map. 1) it reminds me of dod 2) it has a consistent style 3) your layout looks very well thought out and well balanced (GJ) and 4) the open areas look like they could provoke some interesting firefights

    oh, and i like your name

  • Sector-Effector
    • April 25, 2008 at 1:00 PM
    • #3

    Thanks :] Glad you like the Layout, that´s my biggest concern right now. If playtests show that it works, I will start going into detail and give each sector a unique look for better diversification.

  • Ginger Lord
    • April 25, 2008 at 1:35 PM
    • #4

    Sector-Effector lives \o/

    Heutau was still the best dod map in my eyes.

  • Psy
    • April 25, 2008 at 1:51 PM
    • #5

    That middle section looks like it could be a really frantic place.

  • Thrik
    • April 25, 2008 at 2:36 PM
    • #6

    Nice to see classic mappers still at it.

    Heutau was indeed great fun (played loads of clan games on it) so I think this'll probably be a gameplay winner. Time to bring your gameplay skill to Team Fortress 2 though I think sect0r.

  • Sector-Effector
    • April 25, 2008 at 3:16 PM
    • #7

    Cheers Lads, glad to see the old school around. Looks like you guys can read my mind. Clangames, Frantic and constant paranoia are the words I had in mind.

    Oh and I already have plans for TF2, don´t worry. X-Werk´s the title.

  • JeanPaul
    • April 26, 2008 at 6:04 AM
    • #8

    Dude, that layout has some mega potential! DONT FUCK IT UP SON

    I really hope you include multiple vertical layers in the alleys as tight vertical combat is amazing

  • IR
    • April 27, 2008 at 8:53 PM
    • #9

    Sector!!!

    good to see you back around the boards, no more sniping?:]

    layout looks solid!, bit to early to comment on the visuals

  • Sector-Effector
    • April 29, 2008 at 9:46 PM
    • #10
    Quote from IR

    Sector!!!good to see you back around the boards, no more sniping?:]

    layout looks solid!, bit to early to comment on the visuals

    That?

    [Blocked Image: http://www.uploadking.de/090429/5vJ2mEnh.jpg]

    At least I can say I was an OFFICIAL AWP whore! w00t!

    Nah, left the Army 2 Years ago, then studied for 3 Semesters in Munich and aborted it to have time to map.

    The Map is still pretty early pimpificationwise since I spent most of the time with the layout and getting back into the basics.

    The size is roughly 2 x DoD_Flash

    Check PM my beloved Menkey ^^

    JeanPaul: Cheers, your comment was just in time. Spent today working on exactly what you said.

    Cheers,

    Michael

  • Buddy
    • April 30, 2008 at 11:10 AM
    • #11

    This really is an amazing layout, great job!

    I would love if You'd fallow consistent art style, I mean try to find a town and fallow it's style (try to make it look apart from dods stock maps) and then it will be best custom dods map ever

  • Sector-Effector
    • May 3, 2008 at 2:17 PM
    • #12

    New overrly exciting routes added and let some stuff go kaputt. It´s getting more detailed step for step.

    [Blocked Image: http://www.uploadking.de/090503/GGxogTN.jpg]

    Cheers,

    Michael

  • zaphod
    • May 14, 2008 at 1:08 AM
    • #13

    looks dope!

  • FrieChamp
    • May 14, 2008 at 10:03 AM
    • #14
    Quote from Sector-Effector

    Nah, left the Army 2 Years ago, then studied for 3 Semesters in Munich and aborted it to have time to map.

    Ahh finally recognized you, that part gave you away

    Map looks promising, reminds me a lot of Izuno's official DoD level, forgot the name..

  • -HP-
    • May 14, 2008 at 10:09 AM
    • #15

    Looking promising man, good luck!

  • Yokai
    • May 15, 2008 at 5:36 PM
    • #16

    You should do the de_dust technique: get a few dust clouds roaming around the place. Really adds a destroyed atmosphere and makes it look purty.

    I would also say that the buildings just need a few more tiny details on them, like balconies or pipes. Also mess with the roofs a bit.

  • Sector-Effector
    • May 26, 2008 at 5:12 PM
    • #17

    Hai again. RL kept me in a firm grip but I managed to make some things kaputt, here are some new screens:

    [Blocked Image: http://www.uploadking.de/090526/ogrM3vIP.jpg]

    [Blocked Image: http://www.uploadking.de/090526/q2va5Y1Y.jpg]

    [Blocked Image: http://www.uploadking.de/090526/rmTsjp5T.jpg]

    Thanks for the replies, I managed to get in a little detail but spent most of the time on adding 2 new routes. This weeks schedule are finishing the Disproofs and Cubemaps.

    Still, lighting, use of models and materials is rudimentary. If I get the money together, I´ll be in Italy with my cam in June ^^

    Cheers,

    Michael

  • Warby
    • May 26, 2008 at 7:38 PM
    • #18

    needs alot more detail and more highres shadows

    but overall i get a nice vibe from the map id be carefully about the dust planes that other guys suggested though !

    big transparent planes that go over the entire screen are eating "fill rate" and right now what these sreenshots scream to me custom map with super HIGH FRAME RATE and i love high frame rates ... so dont go messing them up

  • Sector-Effector
    • May 27, 2008 at 2:08 PM
    • #19
    Quote from Warby

    needs alot more detail and more highres shadows but overall i get a nice vibe from the map id be carefully about the dust planes that other guys suggested though !

    big transparent planes that go over the entire screen are eating "fill rate" and right now what these sreenshots scream to me custom map with super HIGH FRAME RATE and i love high frame rates ... so dont go messing them up

    Thanks :-] The Dust Clouds are a nice idea and would surely contribute a lot to the atmosphere.

    Your are right about the fillrates man. The visual benefit of constant dustclouds does not stand in relation to the higher latencies it causes. At least with the current techniques I would use. A possibility would be to use this effect temporarily, for example when a building gets destroyed during the game ( "live" ) and debris is scattered around accompanied by said dustclouds.

    _SE

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