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de_abbottabad (wip)

  • garthbartin
  • May 13, 2013 at 7:41 PM
  • garthbartin
    • May 13, 2013 at 7:41 PM
    • #1

    I'm working on a map to recreate Osama Bin Laden's compound from Abbottabad. Someone else did this before me, but his map wasn't a very accurate recreation and wasn't very recognizable. I am going for as much accuracy to the real thing as I can manage. The compound walls are mostly estimated, however I had some dimensions which I was able to match exactly. The exterior of the guesthouse is esitmated, the interior, which I had almost no info on, was completely a guess. The first and second stories of the house are EXACT to the blueprints (if I did everything right) even to the width of the walls. The third story is estimated.

    And with that, here's my latest screenie:

    [Blocked Image: http://puu.sh/2SL2m]

  • Puddy
    • May 13, 2013 at 7:49 PM
    • #2

    You went all-in on this. I salute you sir. Now make it pretty and let it have really awkward gameplay.

  • FMPONE
    • May 13, 2013 at 8:11 PM
    • #3

    smart, i thought baout doing this a while ago. should be a lot of fun

  • Puddy
    • May 13, 2013 at 8:24 PM
    • #4

    also, if you re-introduced the escape game mode with this map you'd be the proud owner of two gigantonormous balls

  • garthbartin
    • May 13, 2013 at 8:29 PM
    • #5

    To be honest, I'm relatively new to the cs community and especially it's modding community. I've been struggling with what game mode to try to make this map, what is the escape game mode? I've been thinking about a vip mode. Also I plan to have the terrorist team be spawning in different locations where the real life terrorists were when Seal Team Six performed the raid.

    Also do you guys think I should keep the lighting? I did it because that's closer to the time that Seal Team Six hit, but it's bad for gameplay imo and doesn't look as nice. The other option would be a bright day map.

  • selmitto
    • May 13, 2013 at 10:12 PM
    • #6

    Just keep in mind that while doing everything exactly how the osama operation was, what matters in the end is the gameplay.

  • garthbartin
    • May 13, 2013 at 10:31 PM
    • #7

    For me, not really. I mostly do my projects for my own sake, and the part I enjoy the most is the aesthetic and architectural end of things, not the gameplay end, so gameplay is for me secondary. I know that's not the way to make good maps that people want to play, that's just the way I like to do it. That doesn't mean gameplay has to be bad though, if I can make great gameplay without sacrificing authenticity I'll do it.

  • Puddy
    • May 14, 2013 at 7:24 AM
    • #8

    I gotta agree with Garth here. Trying to drag in gameplay considerations on this map would defeat it's purpose.

  • garthbartin
    • May 20, 2013 at 12:54 AM
    • #9

    [Blocked Image: http://puu.sh/2X0ti.jpg][Blocked Image: http://www.cryptome.org/eyeball/obl-shrine-down/pict11.jpg][Blocked Image: http://puu.sh/2X0Ah.jpg]

    So[Blocked Image: http://puu.sh/2X0AQ.jpg]So here's some more work on the map with a bonus comparison shot. All the architecture is more or less finished and I'm on to the details stage. Please! Detailed feedback! What's working? What isn't? What ideas do you have? Compliments are great, but criticism's even better. Really any input other than flaming is welcome and appreciated.

  • Despo357
    • May 20, 2013 at 2:09 AM
    • #10
    Quote from garthbartin

    Also do you guys think I should keep the lighting? I did it because that's closer to the time that Seal Team Six hit, but it's bad for gameplay imo and doesn't look as nice. The other option would be a bright day map.

    You should keep this lighting. Darkness is a part of the gameplay of counter strike, like some places in de_dust and de_dust2 by exemple. When you can't see clearly, you just have to buy night vision googles.

  • 'RZL
    • May 20, 2013 at 10:08 AM
    • #11
    Quote from Despo357

    You should keep this lighting. Darkness is a part of the gameplay of counter strike, like some places in de_dust and de_dust2 by exemple. When you can't see clearly, you just have to buy night vision googles.

    I cannot fully agree with this statement. Though darkness is a part of csgo, it should be used wisely and only in a few spots. I would give it a daytime environment, its much easier on the eye and you do not have to concentrate your eyes like 100% of the time, it's very exhausting and no fun. And you cannot buy nightvision goggles in csgo... not sure if despo was trolling in that regard or not.

  • FMPONE
    • May 20, 2013 at 11:52 PM
    • #12

    i think the darkness is fine as a general idea but not well implemented in this example. it's just plain hard to see, you can have darkness that isn't game-breaking

    local lighting (artificial lights) is a good compromise

  • Puddy
    • May 21, 2013 at 7:19 AM
    • #13

    If NVG's were still in the game this would be hella-awesome with the addition of some local lights. Would give the map some nice and wonky flavour.

  • Mazy
    • May 21, 2013 at 11:02 AM
    • #14

    RD would be proud~

  • garthbartin
    • May 22, 2013 at 8:51 AM
    • #15
    Quote from Puddy

    If NVG's were still in the game this would be hella-awesome with the addition of some local lights. Would give the map some nice and wonky flavour.

    Yeah I was thinking about that, nvgs would be really nice as the seal team had them (at least according to Zero Dark 30) and I toyed around with the idea of making the map much darker and the layout stacked in the terrorist's favor and then giving the cts nvgs on spawn to put them on even footing but it sounded too ambitious and tricky to pull off. If I could pull it off though it'd make for a really interesting mechanic.

    Anyway, more screenies:

    [Blocked Image: http://puu.sh/2YEbQ][Blocked Image: http://puu.sh/2YEbV.jpg]I've been tweaking the lighting a lot and I think it's slowly coming together. I'm definitely going to dump in a lot more artificial lights. The exterior details of the main house are more or less finished, and I've done some work on the other buildings. The interiors to all the sheds are more or less done, so it'll mostly just be the main house and guest house.

    In Zero Dark 30 the Seal team whispers the terrorists' names as they move through the buildings. I'm thinking of doing some voice recording (I could just rip the movie's audio, but for authenticity I want to do it myself) of whipsering the terrorist's name and then setting the audio clip to trigger randomly as cts enter the houses.

    Also, this is a long ways off but is there an effective way to manage the minimap with the multiple levels of the house? Can I use triggers to change between different minimaps corresponding to each floor?

  • FMPONE
    • May 23, 2013 at 3:21 AM
    • #16

    Those screenshots are so dark I can't tell what I'm looking at, brah

  • garthbartin
    • May 23, 2013 at 7:13 AM
    • #17
    Quote from FMPONE

    Those screenshots are so dark I can't tell what I'm looking at, brah

    I'm working on lighting all the shadowed areas with artificial lights, do you think the environmentally lit places are too dim as well?

  • DamDam
    • May 23, 2013 at 9:23 AM
    • #18

    If you want to do a map by night, there are a lot of useful settings on these pages :

    https://developer.valvesoftware.com/wiki/Left_4_Dead_Sky_List

    https://developer.valvesoftware.com/wiki/Left_4_Dead_2_Sky_List

  • FMPONE
    • May 23, 2013 at 10:08 AM
    • #19
    Quote from garthbartin

    I'm working on lighting all the shadowed areas with artificial lights, do you think the environmentally lit places are too dim as well?

    I agree with DamDam, look at l4d and l4d2 to get an idea of what's acceptable night lighting, I think you'd have trouble with your current approach

  • garthbartin
    • May 29, 2013 at 12:44 AM
    • #20

    Well I've been working on the interior recently, I'll get back to the light_environment later. Here's some screenshots of my progress:

    [Blocked Image: http://cloud-2.steampowered.com/ugc/540709683658131332/A863C2F94EEC3B9439438DC969571C9463E96A7C/][Blocked Image: http://cloud-2.steampowered.com/ugc/540709683658130490/BFDEFA5C1A0578078429F4E52DF12D9F8926502F/][Blocked Image: http://cloud-2.steampowered.com/ugc/540709683658129853/5B6AF9DE7C7AD8ECEFF671F7F77A887344D950D7/][Blocked Image: http://cloud-2.steampowered.com/ugc/540709683658129226/D897781BA032E3347E9481E730EEE5E022FEAB59/]

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