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[betatest] css_de_kilo

  • Bluestrike
  • December 15, 2004 at 11:15 PM
  • Bluestrike
    • December 18, 2004 at 1:54 AM
    • #21

    Based on Crackerjacks feedback I'm redoing the indoor dock, still WIP but its bedtime now

    [Blocked Image: http://www.bluestrike.be/tempspul/css_de_kilo380000.jpg]

  • ReNo
    • December 18, 2004 at 1:58 AM
    • #22

    That texture repetition on the ceiling with the alternating bands of lightly and heavily rusted metal looks pretty bad. You could probably at least get away with upping the texture scale a bit due to its distance from the player, and you may want to look for an alternative that tiles in both directions nicely.

  • Crackerjack
    • December 18, 2004 at 2:36 AM
    • #23

    What ReNo said. Plus, remember that more brushes can be shown at once than in HL1 and it looks like you would have decent r's in HL1 but this is hl2... so the top of the hanger can be more that 6 faces... why not 12 or more? also I would suggest breaking the hangar roof up into several pieces, full of trims and supports.. also get some light_spots underneat those lights in the hangar.

  • static07
    • December 19, 2004 at 5:53 PM
    • #24

    n1 mcqueen, just don't port de_belemb

    looks promising

  • -Cyf3r-
    • December 20, 2004 at 3:49 AM
    • #25

    looks really good, I'll pimp it at my site when you get a download link!

  • RA7
    • December 20, 2004 at 6:14 PM
    • #26

    M2!!

  • Bluestrike
    • December 26, 2004 at 8:08 PM
    • #27

    Also known as de_waterbug :P

    Anyway a public beta release for this map with 2 goals:

    - Does it run on linux servers

    - Is the gameflow working out, the CT's spawn in the tunnel, but if the hotspot isn't

    around the indoor area's I probebly have to move this to the outdoor dock.

    Know issues:

    - Waterbug

    - Torpedo needs work (looks more like a rocket now)

    - Black textures at trailers wheels.

    - Water is missing the trigger hurt what is supposed to discourage players getting into the water (prevent camping also)

    - Water is only 8 units thick (leftover from trying to get it fixed)

    All bugreports and feedback are welcome.

    The download.

    ---------------

    http://www.bluestrike.be/alpha/de_kilo2_beta2.zip

    (extract to the couterstrike:source/cstrike/maps directory)

    Screenshots:

    -------------

    http://www.bluestrike.be/alpha/css_de_kilo560000.jpg

    http://www.bluestrike.be/alpha/css_de_kilo560001.jpg

    http://www.bluestrike.be/alpha/css_de_kilo560002.jpg

    http://www.bluestrike.be/alpha/css_de_kilo560003.jpg

    Hope this was worth your time.

  • Crackerjack
    • December 27, 2004 at 3:17 AM
    • #28

    That new hanger is great! Good job.

  • ShaDoW
    • December 27, 2004 at 11:46 AM
    • #29

    I played it a bit yesterday, and here are some things I noticed.

    • [*:122lld93]Your stairs are made for giants. Even though they are walkable, they look enormous and feel very HL1"ish.

      [*:122lld93]Some of the outside water is looking very strange. It has some shader errors or so, as you have weird brown shading, then bright blue, etc...

      [*:122lld93]Speaking of which, you allow the player to jump into the water. When he actually does that though, he just falls to the bottom of your map (but you already covered these 2 points in your own bug report).

    Good work though, it's a very large and complicated map, easy to get lost. But it's certainly getting there!

  • RA7
    • December 27, 2004 at 11:49 AM
    • #30

    Will add mirror for BETA asap.

  • Marcos
    • December 27, 2004 at 12:33 PM
    • #31

    The new pics are looking great!

  • PhilipK
    • December 27, 2004 at 4:20 PM
    • #32

    i agree with marcos.

    Great stuff in the new pix.

  • Evert
    • December 27, 2004 at 5:55 PM
    • #33

    New pics looks nice, the last one is a bit empty though.

  • 5k
    • January 5, 2005 at 5:23 PM
    • #34

    did you used textures from halflife2?

    if did - how you get it???

  • Bluestrike
    • January 6, 2005 at 1:51 AM
    • #35

    I did nothing, one day they just showed up under css in hammer.

    I knew valve was gonna do this, but because they had no date yet, I didn't expected it anytime soon :)

    Little updates for the one who migth care, made all railings (crappy textured) models with xsi to fix the waterbug, map is pretty mutch done, just waiting for a css update where you can set the viewpoint hight from the map in css to get rid of the stumac view (I'm told this is comming with new map updates)

  • D3adlode
    • January 6, 2005 at 7:08 PM
    • #36

    That's really good dude, a great improvement!

  • Fruchtzwerg
    • January 28, 2005 at 6:45 PM
    • #37

    Can we expect a final release soon?

  • Bluestrike
    • January 28, 2005 at 8:30 PM
    • #38

    Not ritgh away, to mutch other things I want to do first and I was told there will be a entity what controls the view height.

    So I want it to be on the HL2 viewheight if possible because it will feel more real then. :)

    I probebly release de_kilo 2 and de_fort 2 together someday .

  • Taylor Swift
    • January 28, 2005 at 9:41 PM
    • #39

    OOh looks nice.

    But the lighting is not close perfect.

  • ReNo
    • January 29, 2005 at 5:55 PM
    • #40

    Too dark down by the sub I reckon, but then perhaps thats just this non-mine monitor at work again. Otherwise its looking quite cool. First shot could possibly benefit from some impression of grandeur from a 3D skybox, but it looks like this is set in some tundra region so perhaps its expected to have little in the way of terrain outside the compound.

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