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DE_Overgrown

  • Psy
  • September 30, 2013 at 8:33 PM
  • Psy
    • September 30, 2013 at 8:33 PM
    • #1

    It's that time again. That time once in a blue moon in which I release a map.

    This is pretty much 5 - 6 weeks of solid work during my free hours. It hasn't been easy, because the base map I was working with was very ambiguous and required a lot of rejigging. As a result, I've probably gone slightly insane! But I hope you enjoy the product of my insanity which can be downloaded via the Steam Workshop here: http://steamcommunity.com/sharedfiles/fi…s/?id=182604249

    Now for some screens:

    [Blocked Image: https://dl.dropboxusercontent.com/u/1008157/Downloads/Overgrown/rc1/new_05.jpg]

    [Blocked Image: https://dl.dropboxusercontent.com/u/1008157/Downloads/Overgrown/rc1/new_02.jpg]

    [Blocked Image: https://dl.dropboxusercontent.com/u/1008157/Downloads/Overgrown/rc1/new_01.jpg]

    [Blocked Image: https://dl.dropboxusercontent.com/u/1008157/Downloads/Overgrown/rc1/de_overgrown_02.jpg]

    [Blocked Image: https://dl.dropboxusercontent.com/u/1008157/Downloads/Overgrown/rc1/de_overgrown_08.jpg]

    [Blocked Image: https://dl.dropboxusercontent.com/u/1008157/Downloads/Overgrown/rc1/de_overgrown_09.jpg]

    [Blocked Image: https://dl.dropboxusercontent.com/u/1008157/Downloads/Overgrown/rc1/new_03.jpg]

    [Blocked Image: https://dl.dropboxusercontent.com/u/1008157/Downloads/Overgrown/rc1/new_06.jpg]

  • RaVaGe
    • September 30, 2013 at 8:39 PM
    • #2

    Woah that's pretty a solid work here Aaron, congratz, I love the vibe.

  • General Vivi
    • September 30, 2013 at 9:05 PM
    • #3

    Was this playtested on the mapcore server? I must have missed it!


    downloading to play through it now! Congrats on the release.

  • Vilham
    • September 30, 2013 at 9:26 PM
    • #4

    yeah i remember playing it, it worked pretty well. Grats on finishing it.

  • El Moroes
    • September 30, 2013 at 9:41 PM
    • #5

    Nice map man, cool atmosphere !
    I just thinking that perhaps, you should activate the reflection of some models in the water (available in the prop_static option).

  • blackdog
    • September 30, 2013 at 10:22 PM
    • #6

    Hey, but we played this, and was fun! I just wonder to the B route that had that nasty bottleneck.

    The silo bombsite is very recognizable; congrats on finishing it! I love the theme

  • knj
    • September 30, 2013 at 10:24 PM
    • #7

    looks cool !

    noob question:
    i've never moded CS/CS:GO ect, are thos all in stock assets or custom made ?

  • ElectroSheep
    • September 30, 2013 at 10:28 PM
    • #8

    Wow ! This is Icebound ? O_o really nice! I got a siege vibe don't know why

  • mjens
    • September 30, 2013 at 10:31 PM
    • #9

    Well done!

  • Sprony
    • September 30, 2013 at 10:54 PM
    • #10

    This is beautiful man. Congrats. I'm gonna check it out.

  • -HP-
    • September 30, 2013 at 11:24 PM
    • #11

    This is absolutely amazing!

  • Setin
    • October 1, 2013 at 12:03 AM
    • #12

    Looks very interesting. Love that first screen especially.

  • tr0nic
    • October 1, 2013 at 12:51 AM
    • #13

    pretty cool visuals! A few paths seem too narrow though.

  • Veeblur
    • October 1, 2013 at 7:01 AM
    • #14

    Nice visuals! Fits well with the CS theme.


    My machine is a little old, but I am noticing some drops in framerate (~30-40 fps) in key areas of the map like the outdoor stretch surrounding the B site (this is without bots). My rig typically runs the stock maps at around ~70-80 fps in a 10-man match for comparison.


    Love the water. Lots of entry points to B (albeit a tad narrow in spots). Would recommend up'ing the visibility of the bomb site signage and radius. Good luck!

  • General Vivi
    • October 1, 2013 at 7:09 AM
    • #15

    Quick feedback:


    -Can you remove all knobs on doors that are fake? A simple brush door will do or you can add a metal gate over the door.


    [Blocked Image: http://cloud-2.steampowered.com/ugc/615030499067974253/ED722DC9CAA97784FCE70DF9C21C510C5893F687/]


    - Can you remove any ladders or move them to a height that doesn't look climbable.


    [Blocked Image: http://cloud-4.steampowered.com/ugc/615030499067976742/4A92491F103275D41C0B513DB67BC66E265A0777/]

    [Blocked Image: http://cloud-2.steampowered.com/ugc/615030499067968102/B67FEFFDC5BDDAF404E06F8905037EB8E6BE9A5B/]


    -The water was messed up for me, looked like a cubemap issue or maybe you had 2 water brushes stacked?


    - I noticed a split in the floor / stairs here.


    [Blocked Image: http://cloud.steampowered.com/ugc/615030499067971535/8F382EC9FC77749FED9BAB81BE52F1803DC61222/]

  • Puddy
    • October 1, 2013 at 7:37 AM
    • #16

    Very beautiful! Wanna try it soon!


    Also some quick feedback:

    - Heavy FPS drops in the middle and the spawns. On dust2 I get a nice constant 250+ fps, whereas in these areas it gets brought down to around 100. Add some combat and shit and that can probably go down to 50-60. I have a pretty strong PC, but I worry about those who don't.

    - More readable dead-ends (see Vivi's post above)

  • OrnateBaboon
    • October 1, 2013 at 10:33 AM
    • #17

    Looks totally awesome. Good to see it is this polished after the iterating. The last one played really well.


    It would be good to test this in any upcoming tests. Perhaps today's one or on Thursday.

  • 'RZL
    • October 1, 2013 at 1:51 PM
    • #18

    I like how the ship at the A bombsite sways in the water, looks pretty sweet.

  • Psy
    • October 1, 2013 at 7:02 PM
    • #19

    Thanks for the feedback, guys. Glad you like it.

    I shall definitely be addressing the FPS issues as best as I can. For my rig, the lowest framerate I get is 120~ with everything on full settings which is (on my machine) comparable to the lowest framerate in some other maps. A flawed methodology, clearly.

  • FMPONE
    • October 2, 2013 at 6:10 AM
    • #20

    Hey dude, congrats on the release. Glad to see you making CS:GO stuff

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