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de_cistern (CS:GO)

  • Habboi
  • January 19, 2013 at 5:35 PM
  • Habboi
    • January 19, 2013 at 5:35 PM
    • #1

    Hey dudes,

    Sorry for the long delay but testing showed that we had a lot of problems regarding framerate due to the refracting textures we used so I've replaced them and fixed up many bugs and we've decided to release B1 to the public. This has been in the works for 8 months and I'm glad it's finished so enjoy!

    DE_cistern for CS:GO is set in a water treatment facility and features a lot of custom content made by me. At the moment this is beta so expect some bugs but based on our feedback we'll decide what to do next. Thanks for your understanding!

    This has been a collaboration between William T. Nicholls and Richard Acherki.

    DOWNLOAD: http://csgo.gamebanana.com/maps/171828

    -----

    I also documented my development thoughts in a .pdf called "The Making of Cistern" which can be downloaded here: http://upload.habboi.co.uk/makingofcistern_final.rar

    It contains my methods for getting flow maps to work as well as some other things I experimented with. If you could please upload it to other places as I don't want my server to be overloaded. Cheers.

    Enjoy!

    [Blocked Image: http://www.habboi.co.uk/images/cistern_01.jpg]

    [Blocked Image: http://www.habboi.co.uk/images/cistern_02.jpg]

    [Blocked Image: http://www.habboi.co.uk/images/cistern_03.jpg]

    [Blocked Image: http://www.habboi.co.uk/images/cistern_04.jpg]

    [Blocked Image: http://www.habboi.co.uk/images/cistern_05.jpg]

    [Blocked Image: http://www.habboi.co.uk/images/cistern_06.jpg]

    [Blocked Image: http://www.habboi.co.uk/images/cistern_07.jpg]

    [Blocked Image: http://www.habboi.co.uk/images/cistern_08.jpg]

  • cincinnati
    • January 19, 2013 at 6:04 PM
    • #2

    can you elaborate on the download size limit? does point_servercommand no longer work to allow larger downloads?

    what exactly is meant by the 64mb limit (i ran cs:s bsps over 100mb off an old server, either through the cfg or a point_servercommand entity in the map), and how does one work around it?

  • Habboi
    • January 19, 2013 at 6:23 PM
    • #3

    From what I understand people now buy these cheap servers that contain a 64mb limit for custom maps. I was told this by a current server owner who tells me a lot of people use these type of servers. This is also backed up by the one comment I received already on fpsbanana about it being too big for a map.

  • ElectroSheep
    • January 19, 2013 at 7:13 PM
    • #4

    I'm following this map since a long time so :

    - map is beautifull but need to be at least less than 100 mb. It's too heavy and I don't see why because even if there is a lot of new materials and models, it's an industrial map, nothing really new.

    - I don't heard any water sound, this is probably missing.

    - I can't juge gameplay because I played with bots and they are stupid. I felt a bit lost but need real game for this.

    - framerate is not as good as official maps and it's a shame because the map is 85 % indoors. You could probably do better.

  • Habboi
    • January 19, 2013 at 7:24 PM
    • #5

    The problem I've noticed is the performance varies heavily based on how good your PC is...durr but what I mean is I've noticed good PC's are actually struggling more so than older PC's like my own. I get a solid 60fps which I know isn't acceptable for some people who like 100-300 but it's good for me.

    Regardless we wanted to get this out there first as a B1 and see how it's reacted to and then base what we do next from there. I mean it's been a long process and I felt it was at a stage ready for the public eye. Depending on what happens next we'll see, I may not have the time anymore.

  • ElectroSheep
    • January 19, 2013 at 8:32 PM
    • #6

    Something I did for cs_siege. I tested official maps without multi core rendering and, of course, v-sync and took note from areas where fps were the worst and what the average was. After that, I tried to have fps in siege map around that. Of course, framerate is more complicated than this but still ^^

  • cincinnati
    • January 19, 2013 at 8:36 PM
    • #7

    okay, i thought it was an issue with the game. thanks for the response.

    i ran around in it, too, and the performance was about half as good, at best, as valve's maps in their weakest spots.

    looks nice, cool you figured out flow maps, though the water does look a little strange at some moments when it changes direction (particularly tight spots such as columns).

  • Habboi
    • January 19, 2013 at 9:07 PM
    • #8

    Yeah that's fair points. I'm going to gamble it all on the CSGO workshop which Valve said they are finally working on. Hopefully that'll help bring more attention to it.

  • FMPONE
    • January 20, 2013 at 12:17 AM
    • #9

    You've done a fantastic job. I'm really impressed by the presentation of the map especially.

    My main criticisms on gameplay lines are stuff like: doors without props in front of them to indicate they cannot be entered, ladders which are on the main path enticing me to try to climb them, floors without player clipping smoothing, a bit excessively cramped vibe in some areas.

    A minor nit pick about the props would be that, some look fantastic (the blue things outside, the pipes inside) but some are also overly-clean and have a weird shine that makes them stick out (some of the filter-pipes, with text on the side).

    Overall high marks from me, it looks great. I love the terrorist truck that smashed through the wall. That's really well executed. If I had my way I might pry open some of the roofs to allow some more light in, you don't want things to feel too cramped.

  • Kosire
    • January 21, 2013 at 8:03 AM
    • #10

    To go past the 64mb download limit just add net_maxfilesize 512 to your server config, that will allow maps up to 512mb to be downloaded. Then of course you could bzip the bsp so they only have to download half and then use a http server for it (sv_downloadurl) (also known as FastDL)

    But I definitely agree with 3djn on your map.

    And I can see you still haven't fixed those handrails, they look so blocky!

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