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[CS:GO] De_marquis

  • Hashtag
  • November 6, 2013 at 9:39 PM
  • General Vivi
    • January 21, 2014 at 4:31 AM
    • #81

    Updated the topic title

  • Em'
    • January 21, 2014 at 7:52 AM
    • #82

    OK, i'll reinstall CSGO.

    This looks excellent !

  • 'RZL
    • January 21, 2014 at 11:08 AM
    • #83

    Looks beautiful and I really enjoyed running around the map. Only thing that i think needs work is the clipping, there are many spots you can reach that should be closed off, another clipping pass is needed. There was also a spot where you could "wallhack" through a nodraw texture. And there's one more thing, I haven't been to Paris since I was a little kid, but I do not remember it having two suns, I could be wrong though.


    Here some screens: http://imgur.com/a/KjqCH

  • Puddy
    • January 21, 2014 at 11:22 AM
    • #84

    Had a look and it looks fantastic. My two concerns are:


    - Some areas are very dark/contrasty

    - Some areas aren't very readable (noisy background)


    Here's my recommendation: Place both T and CT models throughout the map (prop_dynamic and the T/CT-models in question). Especially at choke points where it's more likely the action will go down. Then compile this testversion and ask yourself; are the models readable everywhere? And then address all the areas that are problematic.

  • tomm
    • January 21, 2014 at 11:28 AM
    • #85

    Stunning map, I only noticed this massive clipping, which seems weird to me, because you're floating if you're standing on top of it.


    -> https://dl.dropboxusercontent.com/u/23699866/clipping.jpg

  • Dejavo
    • January 21, 2014 at 11:43 AM
    • #86

    I was in Paris this summer and yeah I'm pretty sure there were two suns. Other than that you really captured an authentic parisian feeling. Great utilizing of the train tracks that are on a lower level but still open to the sky. I recall them from my stay. The underground stone wall texture might be a bit dark though for readability in encounters.


    The chimneys are nice and iconic but they have a smoothing error.

  • FMPONE
    • January 22, 2014 at 10:00 AM
    • #87

    So I got a chance to run around this: my overall impression is really positive!

    This map feels settled for the most part, and I would just echo the fact that it looks great and really shines in a few spots. My criticisms are similar to those little details Lepubledeslapin pointed out, minor stuff.

    Some conceptual things to think about for your next map:

    -A bit more interesting playable space, a lot of Marquis feels like narrow streets or alleys, which isn't ad exciting as the broad avenues of Paris IMO

    -Some more interesting bombsites

    Overall it's a great looking map and I have a strong feeling you will be very successful with it!

  • JorisCeoen
    • January 27, 2014 at 10:11 PM
    • #88

    That's obviously taking place in Paris, since the Eifel Tower is still untextured. We just played this map on the 404gaming servers, and I must say it looks fantastic. From the moment I entered I felt like in Paris, and the flow is really nice. Also seemed balanced.


    You might want to look into the trashcans/bags at B site, as walking on them made the entire server lagg. I do'nt know if they are dynamic/physics, but make sure that if they are so, disable collision and add a cip brush over them to prevent lagg.


    Good luck with the following progressions on the map, it already looks fabulous

  • Hashtag
    • January 27, 2014 at 10:36 PM
    • #89

    Thanks for your comments !


    The main part of your feedbacks will be fixed in the next beta.


    JorisCeoen> can you tell me more about the trashcans/bags ?
    Are you talking about the garbages on the screenshot below ?


    [Blocked Image: http://img15.hostingpics.net/pics/126243lag01.jpg]

  • Jpley
    • January 27, 2014 at 10:37 PM
    • #90

    Hi Guys,


    Just to let you now that we posted our map on the workshop although there is still some unpolished content and few bugs to fix.


    You can visit and/or suscribe by clicking here => Workshop


    We would be very thankful if you could share and test it ! Anyway thanks all of you for your comments and feedbacks


    Cheers

  • JorisCeoen
    • January 27, 2014 at 10:39 PM
    • #91
    Quote from Hashtag

    Thanks for your comments !


    The major part of your feedbacks will be fixed in the next beta.


    JorisCeoen> can you tell me more about the trashcans/bags ?

    Do you remember if that's these garbages you are talking about?

    Display More

    Yea I think it were those. They clearly said trashbags, not cans or bins. It was always at the B-site. I'm not really sure since I haven't personally checked it they were static or not, but to cause the lagg, they must be a dynamic entity in a way.

  • Hashtag
    • January 27, 2014 at 10:53 PM
    • #92
    Quote from JorisCeoen

    Yea I think it were those. They clearly said trashbags, not cans or bins. It was always at the B-site. I'm not really sure since I haven't personally checked it they were static or not, but to cause the lagg, they must be a dynamic entity in a way.


    Ok thanks for the info.

    That's weird, nothing is dynamic in this area.

    I will investigate.

  • catfood
    • January 27, 2014 at 11:03 PM
    • #93

    congratz, looks awsome

  • leplubodeslapin
    • January 27, 2014 at 11:17 PM
    • #94

    I really love your level, the architecture is truthful, the layout now works pretty well (at least with bots ), the art is great also.

    Good work guys, i hope it's going to be a success (i'll speak about it in the article "Maps of the month" at vakarm.net of course)

  • tr0nic
    • January 28, 2014 at 4:38 AM
    • #95

    When I shoot or slice the environment with my stock knife , HUGE wild puffs of smoke appear. (Really really white puffs) I think it might be related to your post process? I do not particularly like the contrast (everything seem too white, the grass for example)


    Also noticed you have a accessible toilet down the ladder in A bombsite. You have another toilet that is blocked with collisions in the construction area. Just make it consistent.


    Nonetheless, it looks great!! Just hope you can fix the contrast/bloom/HDR w.e is it that make the environment/white puffs.

  • Rick_D
    • January 28, 2014 at 8:39 AM
    • #96
    Quote from Hashtag

    Thanks for your comments !


    The major part of your feedbacks will be fixed in the next beta.


    JorisCeoen> can you tell me more about the trashcans/bags ?

    Are you talking about the garbages on the screenshot below ?


    [Blocked Image: http://img15.hostingpics.net/pics/126243lag01.jpg]

    Display More


    haha, i had a similar problem with favela - relating to this exact same fucking model. and it only did it in one spot. good luck fixing it and make sure you test it on a network server not just locally!

  • Hashtag
    • January 28, 2014 at 9:26 AM
    • #97

    Ok

    I will simply remove this model to avoid the issue.

  • 'RZL
    • January 28, 2014 at 11:30 AM
    • #98

    Nice job guys! I took another walk around the map and enjoyed it this time even more than before! The clipping is really solid now, BUT I STILL FOUND GIGANTIC BUGS WHUAHAHAHAHEUEUEU (they are actually really small)


    Here's another album.

  • ShoGun-KmKz
    • January 28, 2014 at 11:34 AM
    • #99
    Quote from JorisCeoen

    That's obviously taking place in Paris, since the Eifel Tower is still untextured. We just played this map on the 404gaming servers, and I must say it looks fantastic. From the moment I entered I felt like in Paris, and the flow is really nice. Also seemed balanced.


    You might want to look into the trashcans/bags at B site, as walking on them made the entire server lagg. I do'nt know if they are dynamic/physics, but make sure that if they are so, disable collision and add a cip brush over them to prevent lagg.


    Good luck with the following progressions on the map, it already looks fabulous


    Ahhh thx !!


    I wondered why sometimes server was randomly laggy and only on this map.

  • Rick_D
    • January 30, 2014 at 7:35 AM
    • #100
    Quote from Hashtag

    Ok

    I will simply remove this model to avoid the issue.


    make sure to test it on a server with other people. i also removed the prop and the problem somehow persisted - it was like that model corrupted the vmf or some shit.

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