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[CS:GO]de_zoo

  • Squad
  • March 20, 2014 at 5:41 PM
  • Deh0lise
    • September 18, 2014 at 4:01 PM
    • #61
    Quote from Squad

    Area coming from T spawn leading towards A

    [Blocked Image: http://users.telenet.be/gus/de_zoo16.jpg]


    I like the rocks idea, but I'm not sure about the right rock on the stairs looks strange to me (not because of the texture/shape but because they're on the stairs). Does it feel right ingame? is it cover or a path?

  • catfood
    • September 18, 2014 at 4:19 PM
    • #62

    wow those rocks/displacements must have been a pain in the ass to do, looks nice man.

  • Squad
    • September 18, 2014 at 4:27 PM
    • #63
    Quote from Deh0lise

    I like the rocks idea, but I'm not sure about the right rock on the stairs looks strange to me (not because of the texture/shape but because they're on the stairs). Does it feel right ingame? is it cover or a path?


    What exactly looks strange about it? Could maybe be the angle of the shot.

    Here's what it looks like from the other side:


    [Blocked Image: http://users.telenet.be/gus/de_zoo17.jpg]


    [Blocked Image: http://users.telenet.be/gus/de_zoo18.jpg]

  • Squad
    • September 18, 2014 at 4:28 PM
    • #64
    Quote from catfood

    wow those rocks/displacements must have been a pain in the ass to do, looks nice man.


    Thanks!

    Went a lot faster than I thought in advance actually

  • Deh0lise
    • September 18, 2014 at 6:29 PM
    • #65
    Quote from Squad

    I like the rocks idea, but I'm not sure about the right rock on the stairs looks strange to me (not because of the texture/shape but because they're on the stairs). Does it feel right ingame? is it cover or a path?


    What exactly looks strange about it? Could maybe be the angle of the shot.

    Here's what it looks like from the other side:

    That looks very cool. It was the angle, I couldn't tell if it was another path or the rock was in the middle of the stairs.


    Good job

  • Drakeee
    • September 18, 2014 at 10:26 PM
    • #66
    Quote from Squad

    Thanks everyone!


    The rocks are all displacements in these shots, except for the small piece of rock in the river in the first shot.


    Please post a tutorial on how to get them so smooth I'm terrible with displacements

  • Squad
    • September 18, 2014 at 11:33 PM
    • #67
    Quote from Drakeee


    The rocks are all displacements in these shots, except for the small piece of rock in the river in the first shot.


    Please post a tutorial on how to get them so smooth I'm terrible with displacements


    The smoothness is with the help of "Subdivide", then you can go from there and shape it the way you like/need it

  • Squad
    • September 19, 2014 at 1:34 PM
    • #68

    A few more pics from the interior and the outside aquarium.


    [Blocked Image: http://users.telenet.be/gus/de_zoo19.jpg]


    [Blocked Image: http://users.telenet.be/gus/de_zoo20.jpg]


    [Blocked Image: http://users.telenet.be/gus/de_zoo21.jpg]

  • gotcha
    • September 19, 2014 at 1:42 PM
    • #69
    Quote from Squad

    A few more pics from the interior and the outside aquarium.


    [Blocked Image: http://users.telenet.be/gus/de_zoo19.jpg]


    [Blocked Image: http://users.telenet.be/gus/de_zoo20.jpg]


    [Blocked Image: http://users.telenet.be/gus/de_zoo21.jpg]

    Display More

    "HRG Aquarium"

  • PaulH
    • September 19, 2014 at 1:53 PM
    • #70

    The one thing that stands out is probably that inside it doesn't come across as a zoo environment particularly. I realise you're not going to be adding in actual animals, so fundamentally a zoo was a tricky area to try to create, however the addition of signs and posters dotted around inside, with descriptions of the animals you could potentially see would help. The interior is much cleaner than any zoo I've ever seen, which I know has been mentioned previously. If you want to sell it as a newly built zoo to compensate then fair enough, but the majority of people who play this won't know that (unless you have signs outside claiming that it's 'Opening soon' or similar). I would consider adding the signage, both inside and out, this kind of stuff:


    [Blocked Image: http://www.gydesign.net/images/commercial_images/zoo/zoo_6_lg.jpg]

    [Blocked Image: http://www.srpnet.com/environment/solar/graphics/ZooSignLarge.jpg]

    [Blocked Image: http://www.travelingape.com/gallery/australia/sunshine-coast/australia-zoo/australia-zoo-signboard-02.jpg]


    ...and then dress some animal enclosures, even if there's nothing in them. Most of the zoo's I've been to have enclosures with quite a lot of foliage inside, and most of the time you don't see the animals as they're hiding somewhere, so it can still seem realistic

  • jackophant
    • September 19, 2014 at 5:15 PM
    • #71
    Quote from PaulH

    [Blocked Image: http://www.srpnet.com/environment/solar/graphics/ZooSignLarge.jpg]


    We most definitely need interactive signs! A different animal noise for each enclosure!

  • Squad
    • September 19, 2014 at 6:53 PM
    • #72

    Thanks for the feedback!


    Quote from PaulH

    The one thing that stands out is probably that inside it doesn't come across as a zoo environment particularly. I realise you're not going to be adding in actual animals, so fundamentally a zoo was a tricky area to try to create, however the addition of signs and posters dotted around inside, with descriptions of the animals you could potentially see would help. The interior is much cleaner than any zoo I've ever seen, which I know has been mentioned previously. If you want to sell it as a newly built zoo to compensate then fair enough, but the majority of people who play this won't know that (unless you have signs outside claiming that it's 'Opening soon' or similar). I would consider adding the signage, both inside and out, this kind of stuff:


    ...and then dress some animal enclosures, even if there's nothing in them. Most of the zoo's I've been to have enclosures with quite a lot of foliage inside, and most of the time you don't see the animals as they're hiding somewhere, so it can still seem realistic


    Signage will definately be added!


    I agree with it the interior looking too clean. I should address that without making it look too dirty.


    Quote from jackophant

    We most definitely need interactive signs! A different animal noise for each enclosure!


    Nice idea actually

  • Vinneri
    • September 21, 2014 at 10:42 PM
    • #73

    Thanks for the playtest! Map is really nice, but taking A as T was really hard. I would love, if you can make this awp spot impossible that I'm aiming at. Whole balcony could be blocked by raising that middle wooden wall. That's the only gameplay thing I'm worried at


    [Blocked Image: http://puu.sh/bIvQR/85b3343213.jpg]

  • Squad
    • September 21, 2014 at 10:51 PM
    • #74

    Thanks for the feedback! I'm glad you liked it.


    I'll take your point about the awp spot into consideration, although I think people seemed to like the long sightlines in previous tests (iirc).


    Someone suggested adding a second route up at site B (for example a ladder, as if someone is working on the balcony or so). What are the thoughts on this?

  • Vinneri
    • September 21, 2014 at 10:59 PM
    • #75

    I liked the B site a bit more, so I think it's nice even without any change

  • hamilton5
    • September 21, 2014 at 11:03 PM
    • #76

    boost outs - http://imgur.com/a/E9jz4


    other boosts like the overhanging roof on HRG aquarium near CT spawn and probably the monkey's tree house look possible too.

  • Squad
    • September 21, 2014 at 11:39 PM
    • #77

    Thanks! Another clipping pass is definately needed

  • korey101
    • September 22, 2014 at 12:21 AM
    • #78

    This map looks Amazing ... nice work !

  • catfood
    • September 22, 2014 at 7:58 PM
    • #79

    Liked the progression the map made and the direction its going, here are some thoughts and things I found odd / misplaced

    [Blocked Image: http://i.imgur.com/SYf8iv5.jpg]

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

    I think those concrete edges on top of these displacements look a bit strange, maybe it looks a bit rushed. Would be nice if these were just rocks without these edges.


    [Blocked Image: http://i.imgur.com/pALA0EZ.jpg]

    I think these metal fences are hurting the setting, just the woodenfence would do in my opinion.


    [Blocked Image: http://i.imgur.com/3g5mHRQ.jpg]

    not sure if this rock wall is final but i think it looks a bit strange/not done compared to the rest of the map


    [Blocked Image: http://i.imgur.com/qqDQF9y.jpg]

    Since this corridor is used a lot and one of the main routes maybe it would be nice if it had a stable dressing with animal sounds etc instead of a "boring" industrial look. I guess it would support the setting of the map more in terms of theme.

    I came across more empty/dodgy stuff but i believe these were just work in progress. Anyways love the progress and hope this helps
    Looking forward to the next playtest.

    oh and btw I disagree about removing the hut on B, I think you should keep it.

  • El_Exodus
    • September 23, 2014 at 2:11 AM
    • #80

    Had a quick run with a mate on your map and i already have some feedback. There is a rock texture, where CT's (and maybe T's) are barely to none visible. He and i made screenshots of

    us hiding in front of this rock:


    [Blocked Image: http://abload.de/thumb/de_zoo-ct_wall1dhkqd.jpg] [Blocked Image: http://abload.de/thumb/de_zoo-ct_wall2pdkbl.jpg]

    [Blocked Image: http://abload.de/thumb/2014-09-23_000013qs1b.jpg] [Blocked Image: http://abload.de/thumb/2014-09-23_00002qzs51.jpg]


    The other thing i found, was that the overall clipping needs a lot of work to get to the final stage. Small obstacles are sometimes disturbing the smooth movement and there are some unintended boost spots.

    For example this one (I'm already standing on the boost spot):

    [Blocked Image: http://abload.de/thumb/2014-09-23_00004qssm8.jpg]


    Overall, the map looks amazing. It's very unique.

    It did feel very big in the first moment. How was that in the playtest? Did it work nicely? What about the rotation times? How long are they? I didn't test that


    I'd also say, that the zoo could need some more life in it. Some more flora inside the aquariums and some fauna in the outer parts of the map. It's hard for me to understand, why there are already fishes in the aquariums, but no other animals in the outer parts.


    If you'd like me to help finalize your clipping issues or s.th. similar, feel free to hit me up. I'm always open to test and to give some feedback.


    I really like it, keep going

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