1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

[CS GO] de_medieval (wip)

  • JediX
  • February 24, 2014 at 12:51 PM
  • JediX
    • February 24, 2014 at 12:51 PM
    • #1

    Hi,


    I have recently started playing CS Go and decided I would create my own map. I found some excellent tutorials on worldofleveldesign.com and they helped me to first plan then block out my map.


    I wanted to go for a medieval theme having grown up in a town that has a lot of medieval architecture that I could call upon easily for reference such as building, arches and bridges. I also wanted the map to feature a range of combat styles from long range to close quarters. I have tried to incorporate these aspects into my map.


    I have blocked out the buildings for the map but still need to add the placement of object such as crates and barrels; stuff that can be used to create cover and block off long range sniping shots.


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


    [Blocked Image: http://i.imgur.com/sy39BYr.jpg]


    [Blocked Image: http://i.imgur.com/Z6yWgX8.jpg]


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


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


    [Blocked Image: http://i.imgur.com/JaS8Q4S.jpg]


    [Blocked Image: http://i.imgur.com/Ll4stMw.jpg]


    [Blocked Image: http://i.imgur.com/5tiLTMv.jpg]


    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    The map file is attached if anyone is interested in giving it a go. All feedback is appreciated.

    Cheers


    de_medieval_test.zip

  • JediX
    • February 25, 2014 at 12:21 AM
    • #2

    Spent a few hours after work doing a little art test to get a better feel for the style of the map and to gauge how long it will take to build each building. A bit naughty as I know I should be working on getting the layout completed first but happy with the results.


    [Blocked Image: http://i.imgur.com/ejEXLJ3.jpg]


    [Blocked Image: http://i.imgur.com/Fa5ksYz.jpg]


    [Blocked Image: http://i.imgur.com/h3bDCRV.jpg]

  • SoundsFerg
    • February 25, 2014 at 12:35 AM
    • #3

    Looks amazing. The layout looks awesome and the concept is super cool.

  • FMPONE
    • February 25, 2014 at 1:04 AM
    • #4

    Welcome to Mapcore! Very cool concept indeed. Looking forward to more progress.

  • owk
    • February 25, 2014 at 1:30 AM
    • #5
    Quote from JediX

    [Blocked Image: http://i.imgur.com/h3bDCRV.jpg]


    Quote from FMPONE

    Looking forward to more progress.

    Cool concept, I really like this house, beautiful work.

  • Squad
    • February 25, 2014 at 1:53 AM
    • #6

    I can see the whole village coming alive like that

    Layout seems simple (in a good way!) and fun. Don't hesitate to request a playtest

  • ElectroSheep
    • February 25, 2014 at 8:36 AM
    • #7

    Instead of doing all the beam extruded in brush, you should consider making them in full new textures.


    I can lead you to my birth city called DInan wich is a medieval city.


    [Blocked Image: http://immoxygene.files.wordpress.com/2011/07/tour-de-france-2011-dinan-eco-habitat-306.jpg]

    [Blocked Image: http://img.over-blog.com/600x449/2/27/69/60/janvier-10/Bretagne/Dinan-1.JPG]

  • FMPONE
    • February 25, 2014 at 9:54 AM
    • #8
    Quote from 3Dnj

    Instead of doing all the beam extruded in brush, you should consider making them in full new textures.


    I can lead you to my birth city called DInan wich is a medieval city.


    [Blocked Image: http://immoxygene.files.wordpress.com/2011/07/tour-de-france-2011-dinan-eco-habitat-306.jpg]

    [Blocked Image: http://img.over-blog.com/600x449/2/27/69/60/janvier-10/Bretagne/Dinan-1.JPG]

    Display More

    That city is amazing!

  • El Moroes
    • February 25, 2014 at 10:33 AM
    • #9

    Yes it is !

    As many villages in Europe !

    You can also check the villages in Alsace (France) :


    [Blocked Image: https://lh3.ggpht.com/-zu8N5zrrpmw/T…mapped+copy.jpg]


    [Blocked Image: http://cdn.9wows.com/files/2012/08/village-800x600.jpg]


    • https://www.google.com/search?newwind…124.YHbv5P2t77A


    • https://www.google.com/search?newwind…428.3A4t-w4gwCI

  • catfood
    • February 25, 2014 at 10:47 AM
    • #10

    [Blocked Image: http://images3.travelta.com/5836/204959.jpg]


    [Blocked Image: http://trialx.com/curetalk/wp-content/blogs.dir/7/files/2012/03/cities/Monschau__Germany-1.jpg]


    Monschau (small German town) is also a good place to look for reference

  • Jord
    • February 25, 2014 at 11:01 AM
    • #11

    Damn. This is really nice, you have to finish this.

  • JediX
    • February 27, 2014 at 1:50 AM
    • #12
    Quote from 3Dnj

    Instead of doing all the beam extruded in brush, you should consider making them in full new textures.


    I can lead you to my birth city called DInan wich is a medieval city.


    Quote from El Moroes

    Yes it is !

    As many villages in Europe !

    You can also check the villages in Alsace (France) :


    Quote from catfood

    Monschau (small German town) is also a good place to look for reference


    Thanks for the reference materials. Europe certainly has a great heritage and beautiful architecture. I am from Stratford Upon Avon in the UK, better known as Shakespeare country! I thought Stratford was nice but these are beautiful places!!

    I am going to try and get a more finalised layout before I really get into constructing this Medieval town.


    Also 3Dnj, I think I will create some of my own textures with the wooden beams. This will significantly speed up the process especially for the lesser important surrounding background buildings.

  • D1spect
    • February 27, 2014 at 7:21 AM
    • #13

    Really like the quick ability you have for throwing your ideas together! Cant wait to see this completed.

  • JediX
    • February 27, 2014 at 5:35 PM
    • #14
    Quote from Squad

    I can see the whole village coming alive like that

    Layout seems simple (in a good way!) and fun. Don't hesitate to request a playtest

    Thanks, I will take you up on his soon.

  • JediX
    • February 28, 2014 at 1:41 AM
    • #15

    A quick update-


    • Made a few alterations to the layout but still needs more work.
    • Dressed up a couple more buildings.
    • Thinking about changing the name of the map to "de_olde".


    [Blocked Image: http://i.imgur.com/iK4uXRb.jpg]


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


    [Blocked Image: http://i.imgur.com/KryGrj1.jpg]

  • Squad
    • February 28, 2014 at 2:47 AM
    • #16

    Looking good! What does "olde" means?

  • cincinnati
    • February 28, 2014 at 2:57 AM
    • #17

    if only there was a game mode called ye_.

  • JediX
    • February 28, 2014 at 10:04 AM
    • #18
    Quote from Squad

    Looking good! What does "olde" means?


    Olde is used to describe an old-fashioned style that is intended to be quaint and attractive. It was used a lot in Englands past for example "Ye Olde Town". I was trying to make a play on words as cicinnati has pointed out.


    Excerpt from Wikipedia:

    "Ye Olde" is a pseudo-Early Modern English stock prefix, used anachronistically, suggestive of a Merry England or Deep England feel. A typical example would be Ye Olde English Pubbe or similar names of theme pubs.

  • Spherix
    • February 28, 2014 at 10:51 AM
    • #19

    It looks brilliant! Seems you're picking up the game fast considering you only started mapping recently I wish I had that easy/quick reference materials for maps I make

  • Steve
    • February 28, 2014 at 11:20 AM
    • #20

    Hello !

    I'm loving the style of this map, its looking great so far.


    Possibly a useful tip for you...

    If you create your wall textures as greyscale vtfs you can tint them using $color "{150 104 98}"

    in the vmt , making it pretty quick and cheap perfwise to create many wall variants.

    This method can be seen used in cs_italy and recently in de_overpass, materials/cs_italy/hpe_plaster_tint_red.vmt is an example.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  2. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  3. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  4. Any of the old guard still around? D:

    Thrik
    June 20, 2026 at 10:11 PM
  5. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  6. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  7. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  8. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™