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WIP in WIP, post your level screenshots!

  • Marcos
  • November 25, 2004 at 12:11 PM
  • blackdog
    • July 27, 2020 at 10:32 AM
    • #14,061

    Megaboosts are super-situational. You can somewhat predict where players would want to abuse them, therefore design to potentially prevent them. Or make them somewhat a feature, so they are predictable, like Overpass T-spawn, when it was a novelty every highlight video would feature the T stacking up and sniping the CT coming on B balcony... now the highlights are more likely to feature CT flicking the cheeky boosters.

    What I mean is that you will hardly get into a situation where players will want to commit almost the entire team to a boost in -say- mid, unless you make it very convenient for them to do so. That to me highlights a fault in the map.

    These are such edge cases that I think any sane mapper will want to account for only when extensive playtest highlights them as a problem (ore vice versa a cool thing to implement). Let's be real, the chance of our maps being [added to rotation and] played by thousands of players is so slim that you want to focus on what makes a map fun and solid.

  • wazeecha
    • July 27, 2020 at 12:48 PM
    • #14,062

    Since finishing Dozen I started blocking out a new project, for now called 'Sapper'. I originally drew this as a 5v5 defuse but as I blocked out the first two versions I started to gravitate towards a hostage map. cs_ doesn't get much love anyway, so why not.

    I'm still pretty far away from having anything to playtest on, but can you see any glaring issues with the direction it's headed so far? Rough timings are indicated based on the shortest route (Except for the CT time in I-1, that came following the low route on the far right side). T timings are likely a second too fast as I didn't have an interior to T building when clocking this.

    [Blocked Image: https://i.imgur.com/DAxBZJq.png]

    Like I said, still early planning, so please excuse the ms paint lines. The biggest question mark at the moment is that interior of T building. I've drawn in what I think might work there, but nothing is brushed in yet.

    Here's a top down view in game to get a better feel:

    Spoiler [Blocked Image: https://i.imgur.com/nPdWZir.jpg?2]

    The theme is loosely based around the city of Bo, Sierra Leone. There's a weird mix of ramshackle huts next to these old colonial-looking buildings I'm using as a lot of the inspiration. Case in point, the diamond exporter that seems to change names in every reference image I see it in:

    Spoiler [Blocked Image: https://i.imgur.com/C1qDiXn.jpg?1][Blocked Image: https://i.imgur.com/hOvtAuG.jpg?1][Blocked Image: https://i.imgur.com/8PCErYq.jpg]

    The tower in the center of the map is also blocked from reference:

    Spoiler [Blocked Image: https://i.pinimg.com/originals/16/cf/53/16cf5325a05deafa9690eb03a81f2534.jpg]

  • Freaky_Banana
    • July 27, 2020 at 2:32 PM
    • #14,063
    Quote from wazeecha

    1 hour ago, wazeecha said: Since finishing Dozen I started blocking out a new project, for now called 'Sapper'. I originally drew this as a 5v5 defuse but as I blocked out the first two versions I started to gravitate towards a hostage map. cs_ doesn't get much love anyway, so why not.

    I like the theme! Definitely something to work with. From the overview it does seem VERY fastpaced, almost more like a wingman map in timings. Also lots of straight sight lines between buildings. Maybe if you expand the playable area that can give you the space to add some more nooks and lean into the theme of weird paths through some of the ramshackle housing, which would really help bring the map alive. The main paths could probably remain as wider streets lined by colonial houses.

  • sn0wsh00
    • July 27, 2020 at 4:55 PM
    • #14,064
    Quote from wazeecha

    4 hours ago, wazeecha said: I originally drew this as a 5v5 defuse but as I blocked out the first two versions I started to gravitate towards a hostage map. cs_ doesn't get much love anyway, so why not.

    Yay! It's so nice to see some people work on new hostage maps. Like the concept as well.

    I think it'll also be nice if you can use @ZooL's South African Police models for CT's, tweaked obviously so that they can fit in with the Sierra Leonean theme.

  • Soldat Du Christ
    • July 28, 2020 at 6:43 PM
    • #14,065

    first day progress, focusing on the east grid side of the map before implementing the more organic lanes

  • celery
    • July 29, 2020 at 5:12 AM
    • #14,066

    [Blocked Image: https://media.discordapp.net/attachments/423212812320505869/737840884493713480/unknown.png?width=1195&height=672][Blocked Image: https://media.discordapp.net/attachments/423212812320505869/737805585147494490/unknown.png?width=1195&height=672][Blocked Image: https://media.discordapp.net/attachments/707240871149568094/735898035971948675/de_coverup_b40003.jpg?width=1195&height=672][Blocked Image: https://media.discordapp.net/attachments/707240871149568094/734255643329822730/de_calamari_b30001.jpg?width=1195&height=672]

    [Blocked Image: https://media.discordapp.net/attachments/707240871149568094/734255636614742116/de_calamari_b30006.jpg?width=1195&height=672][Blocked Image: https://media.discordapp.net/attachments/423212812320505869/733102800577364008/Counter-strike_Global_Offensive_Screenshot_2020.07.15_-_18.28.41.78.png?width=1195&height=672][Blocked Image: https://media.discordapp.net/attachments/423212812320505869/731689391315091476/unknown.png?width=1442&height=664]de_coverup by celery, Sir Thomas, and 9yz Unreleased as of now.

  • blackdog
    • July 29, 2020 at 2:20 PM
    • #14,067

    Shaping up awesomely @TheOnionChef! You created the environment In a way that sends me back to old CS and how de_prodigy could look like today.

    Looks close to release, best of luck with the final touches and release.

  • celery
    • July 29, 2020 at 4:54 PM
    • #14,068
    Quote from blackdog

    2 hours ago, blackdog said: Shaping up awesomely @TheOnionChef! You created the environment In a way that sends me back to old CS and how de_prodigy could look like today.

    Looks close to release, best of luck with the final touches and release.

    I’m just curious what “brings you back to old CS”... is it the theme or is it a lack of good visuals? Really interested to know what’s creating that feeling for you.

  • dmu
    • July 29, 2020 at 5:35 PM
    • #14,069

    @TheOnionChef its most likely the orangish rocks and scientific facility in cliffs. Very very half-life.

  • celery
    • July 29, 2020 at 6:02 PM
    • #14,070

    @DMU222

    Makes sense... I used Black Mesa and Zion National Park as major references.

  • blackdog
    • July 29, 2020 at 6:23 PM
    • #14,071
    Quote from TheOnionChef

    1 hour ago, TheOnionChef said: I’m just curious what “brings you back to old CS”... is it the theme or is it a lack of good visuals? Really interested to know what’s creating that feeling for you.

    I think poor choice of words, I just mean it sparks memories of playing de_prodigy, as the mix of rocks and tech tunnels has some similarities... but like I was attempting to say, the graphics are really good. If they told me it was an official remaster of the map I could believe it ;)

  • celery
    • July 29, 2020 at 7:11 PM
    • #14,072
    Quote from blackdog

    47 minutes ago, blackdog said: I think poor choice of words, I just mean it sparks memories of playing de_prodigy, as the mix of rocks and tech tunnels has some similarities... but like I was attempting to say, the graphics are really good. If they told me it was an official remaster of the map I could believe it ;)

    Thanks man. I've been working on this for a while now and it's nice to hear that people are liking the screenshots. I remember how shit it was for 75% of development, and now it's finally coming to fruition. Hoping to release the map alongside a trailer for it within a week or two.

  • Kokopelli
    • July 29, 2020 at 9:20 PM
    • #14,073

    @Soldat Du Christ Looking good so far and faithful to your first blockout. I'm interested to see how the sight lines work once it's done.

    One thing I would be mindful of is how the open nature of the map might affect your ability to optimize it. I know your focus right now is on layout (as it should be), but at the same time you don't want to make it impossible for whoever will be doing the art. To some degree, the limitations of the engine inform the layout. For example, in Danger Zone, since the maps are large and open, the overall quality is much simpler than on standard defuse maps. Danger Zone maps also implement heavy fog, which allows for far z clipping to further optimize. You don't really have this luxury on defuse maps since you want to keep fog to a minimum. So if there are any areas where you may potentially be rendering the entire map, that's going to be an issue.

    Of all the defuse maps, Nuke is probably the most detailed one with multiple elevations, but the areas are still somewhat segmented so you don't have vision across the entire map. The devs also combined props to reduce draw calls and placed occluder brushes in certain places to reduce rendering.

    I made a really open map before and it was really difficult to optimize once it was fully detailed. Just wanted to give you a heads up as more knowledge can help save you headaches down the road. Of course, so much of this stuff simply has to be lived and learned. ?

  • Kokopelli
    • July 29, 2020 at 9:38 PM
    • #14,074

    @TheOnionChef Nice work. It definitely has that Prodigy vibe that i'm sure many will find alluring. I would milk that nostalgia as much as you can. ? Also like that you used Zion as a reference—I went camping there last year and it was beautiful.

    In that third screenshot with the staircase, are the areas to the sides of the staircase accessible? If they aren't, they should probably look more like they aren't. Areas that look accessible but aren't is a common complaint with players.

  • celery
    • July 29, 2020 at 10:01 PM
    • #14,075

    @Kokopelli

    I was never a 1.6 player, so I’ll have to check out de_prodigy.

    I can do some lighting tweaks on the unplayable areas, too.

    As for Zion, I was very inspired by the Shallows, which I visited when I lived in Utah for two years.

  • Soldat Du Christ
    • July 30, 2020 at 3:24 AM
    • #14,076

    @Kokopelli yeah... i've heard alot about that over time, i never really considered it when making the blockout and at this point not willing compromise on the layout, it is what it is ?

  • will2k
    • July 30, 2020 at 2:47 PM
    • #14,077

    Harran Olympics

    summer Olympics coming soon

    A small preview of my upcoming custom map titled "Harran Olympics" where the player will compete in several events, in a more "extreme" version of the Olympics.

  • Lizard
    • July 30, 2020 at 4:07 PM
    • #14,078
    Quote from will2k

    1 hour ago, will2k said: Harran Olympics

    summer Olympics coming soon

    A small preview of my upcoming custom map titled "Harran Olympics" where the player will compete in several events, in a more "extreme" version of the Olympics.

    This is awesome!

  • sn0wsh00
    • July 30, 2020 at 11:05 PM
    • #14,079

    I'm currently working on three spinoff maps based on the final arena of my minigame/obstacle course map that I released a few weeks back. Keeping with the spirit of the original map, I'm planning on keeping most of white concrete floor with brick wall aesthetics for the existing locations. New locations, though, will be more detailed.

    The first map will be a defuse map. As this map (and the original arena) is based closely on Dust2, I don't think I need to talk about that map much, other than the fact that there'll be a secret area.

    The second map will be a hybrid CSDE hostage rescue/defusal map. Using Dust2 callouts as a reference, the hostage is located around T Plat while the hostage rescue will be located around A Plat (the bomb site locations remain the same). CTs have a major advantage in hybrid maps, given that not only can they win if they rescue a hostage, regardless if the bomb has already been planted, they can also win if the time runs out. I think I can balance things out by removing the ability to defuse bombs, while setting the bomb time to 60 seconds to give CTs time to rescue the hostage. Unfortunately, it's hard to test this out with bots, as bots have no idea how to handle hybrid maps.

    The third map will be a hostage rescue map, or more specifically, a hostage escort map. CT and T spawn positions will be flipped. The hostage will once again spawn around T Plat (which is now near CT spawn), while the hostage rescue sites will be located around Back Plat and Goose. The rescue zones will be blocked by doors at the start of the round. These doors will open 20 seconds after CTs reach an area near the rescue zone (B Plat, A Plat or Ramp). Based on a test map I've made, I think bots can actually play this type of hostage map, as long as you place the trigger directly in front of the doors. The hostage carrier will try to walk through the door while its closed, but once the door is opened, the bot will walk in like in any other hostage rescue map.

    And now some screenshots:

    Bombsite B. I'm going for a Dust-inspired-office-courtyard-under-construction theme here:

    Spoiler


    Tunnels:

    Spoiler


    Server room (similar to CAT). Server models taken from de_breach:

    Spoiler


    Vertical farm. I was trying to use something like this as a reference, but lights don't seem to work particularly well on small shelves.

    Spoiler

  • sn0wsh00
    • August 4, 2020 at 3:51 AM
    • #14,080

    Made some updates to my mg_space_race spinoff maps. For the tunnels, I added more details to the columns (taken from de_season) and turned it into a commons area.

    Spoiler

    For the vertical farm, I added some more details to the ceiling, giving it an exposed truss/rafter look, and changed the light color as well. PSA: if you're looking for an easy way to design your HVAC system, use de_nuke's airduct models. They're very conveniently sized and modular.

    Spoiler

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