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de_investment - Update 2 (September, 7th)

  • Hollow
  • August 22, 2013 at 11:09 AM
  • Hollow
    • August 22, 2013 at 11:09 AM
    • #1

    First off, I'll need to clarify (if it isn't already obvious), I am posting this release thread on behalf of my buddy Sathor, the author of this visually stunning Mirror's Edge inspired CS:GO defusal map.


    I believe he is not an active member here on Mapcore, residing mainly from the land of Interlopers, but I felt the quality and amount of work I know he's put into this is deserving of some greater exposure.


    WORKSHOP:

    http://steamcommunity.com/sharedfiles/fi…668&searchtext=


    Some screenies:


    [Blocked Image: http://cloud-4.steampowered.com/ugc/595886760045162819/A9688AD9B78ABCBDFEA27985313F92F56DA4C05E/]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/595886760045169490/94785F1BC8FE438B0DAB0C2E1DA547BC3CCBC917/]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/595886760045199338/674A0409886BA8C8611EEC0634D417B071CE56CA/]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/595886760045203434/E2DA063B537347EC1B30A3C1BF322BC2DB2D979D/]


    (More pictures on the workshop).


    A few things to note. This is 100% entirely custom created content. All the models and textures - excluding the few assets contributed to him from the Lopers community - were created by just one guy. We've been carrying out playtests for the last year and it's been awesome to see how far the map has come. So please check it out, I feel it stands out quite dramatically, in terms of aesthetics, compared to 80% of maps available on the workshop.

  • Sathor
    • August 22, 2013 at 11:26 AM
    • #2

    Well, I am an active member now. After creating a hotmail account, I managed to recieve the validation email. Yay.


    Thanks Hollow for posting this here.


    The publishing to the Workshop finally worked today. Everything else has been presented pretty well by Hollow. Enjoy. Any C&C and hate and love and comment welcome.

  • Hollow
    • August 22, 2013 at 11:31 AM
    • #3

    No probs man!

  • PogoP
    • August 22, 2013 at 11:55 AM
    • #4

    Looks good but in my opinion, those colours are way too saturated and garish. I personally would tone that down slightly. Nice work though

  • Evert
    • August 22, 2013 at 12:05 PM
    • #5

    Looks pretty good, but regarding "Mirror's Edge inspired" - a lot of the assets looks like they're actual ME stock content?

    Ah read the part after the images, good job re-creating content then

  • blackdog
    • August 22, 2013 at 4:55 PM
    • #6

    Very ME style, congrats.

    The thing that attracts attention is the vent duct that doesn't fit in the environment.

    Maybe the green rooms have too much of a green (bounce) light?

    Impressive, gg!

  • Minos
    • August 22, 2013 at 6:38 PM
    • #7

    Looks cool! A bit too saturated and dark in some places tho

  • Sathor
    • August 22, 2013 at 10:43 PM
    • #8

    EDIT: the problem should be fixed. I updated the file again, it increased in file size. Seems the Map Publisher just messed it up before. Should work now.


    Thanks for the feedback. There seems to be a problem. The custom files (NAV, radar overview) seem to be missing. I did NOT pack them into the BSP with Pakrat, but just had them in the maps (resp. resource) folders when I published it, because the documentation requires them to be in there. I don't know why it didn't work, but it is a serious issue, since the map tries to build a NAV all the time now for people and the radar is important too, obviously. Can anyone help?

  • Spherix
    • August 23, 2013 at 1:26 PM
    • #9

    Reminds me of walking in an IKEA store

  • KungFuSquirrel
    • August 23, 2013 at 3:01 PM
    • #10

    I love this! Welcome to the Core Would you mind if I added this to our Steam Workshop collection? http://steamcommunity.com/sharedfiles/fi…s/?id=145309288 Trying to highlight all the badassery posted here.

  • WD
    • August 23, 2013 at 4:34 PM
    • #11
    Quote from PogoP

    Looks good but in my opinion, those colours are way too saturated and garish. I personally would tone that down slightly. Nice work though


    I think so too. I'd also brighten the rooms more so it has more white. Less grey more white I say.

  • Sathor
    • August 23, 2013 at 9:32 PM
    • #12

    KungFuSquirrel: Yes, certainly!!

    Thanks for the feedback. I will try to find a nice balance between saturated colours and the bright look.

  • Em'
    • August 24, 2013 at 4:46 PM
    • #13

    Love. it.

  • Sathor
    • September 7, 2013 at 9:06 PM
    • #14

    Note: The old thread was created by Hollow, so I can't edit it. If possible, please merge the threads or something.


    WORKSHOP: http://steamcommunity.com/sharedfiles/fi…s/?id=171666668

    Anyway, my map has recieved Content Update #2 today. As I already stated, I need time to replace all placeholders, and I am working through the list. One of the biggest points were the stairs, so I decided to work on them first. I hope you like the result:


    [Blocked Image: http://i.imgur.com/Y6wArFi.jpg]

    [Blocked Image: http://i.imgur.com/1EqJYRi.jpg]


    General impressions of the map (status quo):


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

    [Blocked Image: http://i.imgur.com/vQlJzf3.jpg]

    [Blocked Image: http://i.imgur.com/93EZrq2.jpg]

    [Blocked Image: http://i.imgur.com/fL02AFx.jpg]

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

    [Blocked Image: http://i.imgur.com/8F4h0sI.jpg]

  • Tschoppo
    • September 7, 2013 at 9:17 PM
    • #15

    awesome, totally digging the style and lightning except for screen 6.

    Why are the 100% white windows not giving off any light?

  • Sathor
    • September 7, 2013 at 9:33 PM
    • #16

    Tschoppo: I didn't do much on the lighting yet. They aren't windows either, but light panels. The lighting will be adjusted later.


    Also, if anyone notices while playing: the spec maps on the world textures don't seem to work. I am aware of the issue and know why it happens. I am currently recompiling the map and will release another hotfix in a few hours.

  • JeanPaul
    • September 7, 2013 at 9:38 PM
    • #17

    Anything black in your map is almost 100% black.


    I feel this is what is mostly holding you back from acheiving some great scenes in this map.

  • KungFuSquirrel
    • September 7, 2013 at 9:44 PM
    • #18

    Merged per your request.

  • selmitto
    • September 7, 2013 at 9:44 PM
    • #19

    I agree!

    It's improved, but tune the black a little down. 100% black is ugly (not being racist) and it would make difficult to see enemies hiding in those spots.

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