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De_ruins

  • ElectroSheep
  • April 8, 2013 at 12:30 PM
  • DamDam
    • June 3, 2013 at 5:07 PM
    • #141

    Very huge work on this map. Congrats.

    I just done a few walktroughs on it, and my first impression (gameplay side) is about the path which is a bit complex.

    If this is confirmed with playtests, maybe can you delete or simplify some parts ?

    About the lighting, I also think that the sun could be a bit brighter.

  • ElectroSheep
    • June 3, 2013 at 5:28 PM
    • #142

    Thanks !

    I playtested with mapcore and a few teams, I don't remember any complaint about the number of paths or the complexity of the map (just puddy but he is a jerk ) but it was when the map was made with a lot of greybox so I guess all the details make it look more complex now.

    About the lighting, it's in progress. welll I'm surpised because I just made a test with all brightness, ambient and directionnal a lot brighter than the available version and there is not a lot of difference D:

  • JeanPaul
    • June 3, 2013 at 9:06 PM
    • #143
    Quote from 3Dnj

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

    Id definitely wager to say you will definitely have people complaining about the number of paths to your bombsites. Look at dust 2 as a comparison:

    [Blocked Image: http://i.imgur.com/2EK36eP.jpg]

    Lets say its one of those rounds there the entire CT team goes to one bombsite and Ts manage to plant really early on. Ts then have to defend the bombsite with zero knowledge of what entrance to the bombsite the CTs will take. In Dust2, one person can cover two entrances to either bombsite without any help, leaving the rest of the team to cover the one remaining entrance or help you out. Each bombsite has an area where the player can hide from all entrances but one (the top right and top left nooks on the image I posted). Now think of this situation in your map. No matter the positioning, it looks as if the player has almost no chance of defending due to the number of entrances to each bombsite. Ruins could definitely use with some path removal.

    Another thing that might be frustrating is your overview map is confusing near B/mid near B. From looking at just the overview, I have not a clue which path goes over/under what or anything. While IMMEDIATE understanding of the layout map is not a requirement, it definitely says something about the simplicity of your paths.

    That being said, I look forward to testing it and hope my critique here is proven wrong

    EDIT: Also for the record, I definitely mentioned there were too many paths during the last play test, but Im not sure if you were there. Its better to make posts like this anyways.

  • ElectroSheep
    • June 3, 2013 at 10:14 PM
    • #144

    Well it's true that the mid to B underpass is hard to see in the overview as it's just behind the B battlegroung.

  • Squad
    • June 3, 2013 at 11:14 PM
    • #145

    Just had a game with bots.

    Visually speaking this map is top of the bill!

    I do agree that it is a bit dark in a lot of places. Sometimes you're having a hard time noticing ennemies.

    And there are indeed a lot of paths. It's been a while since the playtest with dev textures (the only one I could attend ), but from my memory the layout was much easier to grasp then (could also be partially the level of detail the map now consists of). Some routes are quite hard to notice, especially ladders:

    [Blocked Image: http://users.telenet.be/gus/de_ruins01.jpg]

    I think it'd be better to simplify the layout. I know it may be quite drastic, but here are some suggestions:

    [Blocked Image: http://users.telenet.be/gus/de_ruins_overview.jpg]

    That being said, the map offers a nice bit of height variation and great fights. And again, visually it's pure sex Nice job!

  • leplubodeslapin
    • June 4, 2013 at 12:11 AM
    • #146

    I disagree with you, it's currently already playable, you just have to learn the map (it's the same for beginners to CS, it's hard to learn maps like nuke or inferno at the beginning).

    [Blocked Image: http://img99.xooimage.com/files/3/3/b/2013-06-03_00001-3eaec16.png]

    Red arrows are T paths

    Blue points are CT example

    Dust2 :

    [Blocked Image: http://img97.xooimage.com/files/4/6/5/2ek36ep-3eaec18.png]

    I don't think it's time for changes like the T spawn size and I think it's useless anyway. When you know the map, you know where you have to go and it's a great thing that you can get cover if you want to keep your weapon, no matters how many covers there are.

  • ElectroSheep
    • June 4, 2013 at 12:18 AM
    • #147

    Well Lapin exactly describe how the map works for me

  • General Vivi
    • June 4, 2013 at 2:50 AM
    • #148

    Downloading now and going to give it a run through

  • selmitto
    • June 5, 2013 at 3:26 AM
    • #149

    Had a playthrough with bots.

    It's beeeautiful! I love the red flowers here and there. Nice touch.

    About 3 or 4 watermelons found so far!

    My complaints are the same as the ones posted here previously: dark spots and some ladders are difficult to see.

  • ElectroSheep
    • June 5, 2013 at 2:16 PM
    • #150

    Well don't search too far, I just saw there is two of them which are rolling in shadows so they become hard to find

    After playtest, to do list :

    - Bright map

    - Find a way to get rid of the skin bug to switch jungle ct with another.

    - Better framerate

    - Simplifying Bombsite and chokepoint a bit

    Also I found T tend to plant the bomb more in B and I think it's because middle paths to A are not clear enought (the right path from B and the ladder/junk paths) I need to make this clearer too.

    I'm happy that match were equilibrate but I need to see it with more real people

  • General Vivi
    • June 6, 2013 at 2:51 AM
    • #151

    Hey man, I played through the map on my own, found a few issues. The ones stated above sound about right, but I found a lot of bugs with the bomb. I think you need to do a full clipping pass on objects / floor boards / ect... that it can fall through.

    There were also quite a few spots that looked like I could jump into as a get away spot but were just art closets that had watermelons in them.

    Also, quite a bit of detail on the walls made it hard to find my enemies as quick as I would like to.

    I took a few screenshots while I played.

    http://steamcommunity.com/id/generalvivi…&view=imagewall

  • ElectroSheep
    • June 6, 2013 at 1:17 PM
    • #152

    Thanks Vivi

    yeah I need to make a full clipping pass but, meh ! I don't like this

  • General Vivi
    • June 6, 2013 at 6:18 PM
    • #153

    well if you need help with that, let me know.

  • ElectroSheep
    • June 10, 2013 at 9:23 PM
    • #154

    Just ma de a few change on Bomsite A and changed some detail in Bombsite B. i'm still fighting with lighting.

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-06-10_00025.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-06-10_00026.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-06-10_00027.jpg]

    [Blocked Image: http://www.minerality.fr/images/maps/csgo/2013-06-10_00028.jpg]

  • UNREA1
    • June 10, 2013 at 10:15 PM
    • #155

    Such a shame you didn't finish it on schedule man, would have been a great entry. That's a great map you have there nonetheless, looking forward to play it soon!

    Really apreciate your work, keep it up!

  • RaVaGe
    • June 11, 2013 at 5:59 PM
    • #156

    You should enlight your ladders way much more, this path isn't enough visible imo, I personnaly would put some lantern near the ladders too catch the eye of the player.

    Best MS paint ever.

    [Blocked Image: https://dl.dropboxusercontent.com/u/4055243/2013-06-10_00026.jpg]

  • blackdog
    • June 11, 2013 at 6:45 PM
    • #157

    The ladder problem is because of the rich textures in the background, and the ladders being dark themselves. That, more than the surroundings, imo. [url='']I mean[/url]...

    Don't need to go to such an extreme, but what about a more uniform surface behind and/or using a brighter texture for the ladder itself in conjunction?

  • PyroGXPilot
    • June 11, 2013 at 7:38 PM
    • #158

    If you remember where they are - shouldn't be a problem!

  • JeanPaul
    • June 11, 2013 at 9:10 PM
    • #159
    Quote from PyroGXPilot

    If you remember where they are - shouldn't be a problem!

    This is a terrible mindset to adhere too if you want to go anywhere in level design. First time playability and continuous readability is very important.

  • blackdog
    • June 12, 2013 at 8:02 AM
    • #160

    I read that as sarcasm

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