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De_ruins

  • ElectroSheep
  • April 8, 2013 at 12:30 PM
  • SamCom
    • May 22, 2013 at 10:44 PM
    • #121

    How are you doing the grass? Detail objects? Or prop_statics?

    That mountain adds a lot to that scene, the scale's really nice.

  • Squad
    • May 22, 2013 at 10:51 PM
    • #122
    Quote from 3Dnj

    It's hard to put grass in this game

    Looks a bit like 'swampy' grass, maybe it'll look better if you put it in a puddle?

    Quote from 3Dnj

    Also I put a MOUNTAIN

    Nice Is it a model?

  • ElectroSheep
    • May 23, 2013 at 12:34 AM
    • #123

    Yeah, just some curved planes with a scrolling fog in front of them.

  • FMPONE
    • May 23, 2013 at 3:20 AM
    • #124

    Yah the grass in CS:GO is pretty bad

  • leplubodeslapin
    • May 23, 2013 at 6:34 AM
    • #125

    Try to color the prop_static for something darker, maybe it can fix the horrible texture of this grass model.

    Really nice mountain, love it too

  • ElectroSheep
    • May 23, 2013 at 6:07 PM
    • #126

    Yeah, I tried this but hard to find the good color. Also I wondering if changing the color of a props static is making it more expensive because I'm using it a lot and the budget of static props is incrédibly high (but I didn't work on fade distance yet) or it's just because a lot have alpha (foliages and shit).

    Today I reworked the cliff texture and made some new foliages with existing textures :

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-23_00002.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-23_00003.jpg]

  • Vilham
    • May 23, 2013 at 6:25 PM
    • #127

    foliage is expensive in source. My DOD:S map used shit loads which was dropping the frames significantly, I eventually found a different bush model that massively helped.

  • Squad
    • May 23, 2013 at 7:24 PM
    • #128

    I'm not sure how Robert Briscoe pulled it of in de_forest, but he somehow created his own foliage system.

    Here's what he said about it on his site:

    Quote

    Once this stage was completed I spent many months creating an extremely efficient tree and foliage system to run well on the Source engine over a wide array of PC systems.

    Maybe get in touch with him?

  • ElectroSheep
    • May 23, 2013 at 8:53 PM
    • #129

    I can ask him but If I'm putting a bit more work in fade distance, this will help. I need to check what models don't cast dynamic shadow to set it off when needed (because the dynamic shadow use the alpha of each foliage prop)

  • ElectroSheep
    • May 24, 2013 at 12:01 PM
    • #130

    Wow, fps raised from 75 to 160 in one place without the dynamic shadow, worst than expected.

  • ElectroSheep
    • May 28, 2013 at 11:29 PM
    • #131

    Okay serious shit !! I have now all the map done and I just need to retake a bit some old place to make them better and a lot of framerate work to do + clipping and shit and bam !

    Hope this will be good. I have also an idea of new path between A and Mid, I want to test it soon

    Screenshots :

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-29_00001.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-29_00003.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-29_00005.jpg][Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-29_00007.jpg][Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-29_00008.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-29_00012.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-29_00016.jpg][Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-29_00017.jpg][Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-29_00018.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-29_00015.jpg][Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-05-29_00010.jpg]

  • selmitto
    • May 29, 2013 at 1:26 AM
    • #132

    dat rainbow

    looking even better every time you update it. gj man!

  • FMPONE
    • May 29, 2013 at 2:04 AM
    • #133

    epic. readability might still be an issue but damn if it isn't sexy!

  • Wail
    • May 29, 2013 at 6:14 AM
    • #134
    Quote from FMPONE

    epic. readability might still be an issue but damn if it isn't sexy!

    I was thinking the same thing. Damn sexy, but worried about being able to pick out people.

  • El Moroes
    • May 29, 2013 at 9:16 AM
    • #135
    Quote from 3Dnj

    I have also an idea of new path between A and Mid, I want to test it soon

    Before making a new path, test your map with other guys because it seems it has already a lots of ways !

    I also think it still too dark in some place, perhaps you should increase your ambient light intensity.

    Anyway, you did a great job !

  • kikette
    • May 29, 2013 at 9:31 AM
    • #136

    Fantastic work dude =)

  • ElectroSheep
    • May 29, 2013 at 1:31 PM
    • #137

    Thanks guys !

    It's true that is a bit dark in dome place, it's because of my new colorcorrection. Will be a little brighter for the next playtest.

  • ElectroSheep
    • June 3, 2013 at 11:07 AM
    • #138

    Okay, i want to put the map here if someone want to test it

    But please consider there some cons I have notted already. There is a lot of dark spot in the map, fps can be pretty bad in some place, alot of clip are missing and some props are popping.

    Here is the link : http://www.minerality.fr/private/de_ruins_rc1.rar

    And an overview :

    [Blocked Image: http://www.minerality.fr/images/maps/cs…06-03_00001.jpg]

  • ElectroSheep
    • June 3, 2013 at 2:15 PM
    • #139

    Ho ! And I forgot : "Find all ten watermelonz !"

  • Pampers
    • June 3, 2013 at 3:49 PM
    • #140

    all those bomb sites have so many entry points, must be hard to defend once the bomb has been planted?

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