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[CS:GO]de_zoo

  • Squad
  • March 20, 2014 at 5:41 PM
  • Squad
    • September 23, 2014 at 2:57 AM
    • #81
    Quote from catfood

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

    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.

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

    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

    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.

    Display More


    Do you mean the hut on A (outside bombsite)?

    Other than that, you got some good points there! Thanks


    Quote from El_Exodus

    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:


    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):


    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

    Display More


    That readability issue didn't really occur on the playtest (or not as far as I know), but it should definately be fixed. Thanks for pointing that out!

    Noone complained about the size of the map, as far as I know, so I think rotation times are allright (anyone, correct me if I'm wrong).


    About the lack of fauna, this will not change, unless Valve implements a func_animal enity or something similar The presence of animals will mainly be clarified with sounds. I'm aware it's not perfect and I've probably should've picked an easier theme, but it is what it is


    I've searched for you on Steam to add you, but wasn't able to find you. Got a link to your profile?

    Thanks a lot for the feedback so far!

  • El_Exodus
    • September 23, 2014 at 3:14 AM
    • #82
    Quote from Squad

    That readability issue didn't really occur on the playtest (or not as far as I know), but it should definately be fixed. Thanks for pointing that out!Noone complained about the size of the map, as far as I know, so I think rotation times are allright (anyone, correct me if I'm wrong).


    About the lack of fauna, this will not change, unless Valve implements a func_animal enity or something similar The presence of animals will mainly be clarified with sounds. I'm aware it's not perfect and I've probably should've picked an easier theme, but it is what it is


    I've searched for you on Steam to add you, but wasn't able to find you. Got a link to your profile?

    Thanks a lot for the feedback so far!

    Display More

    Yeah, a func_animal would be the shit!


    My Steam profile is linked in my signature But here is the link: http://steamcommunity.com/id/el_exodus

  • Squad
    • September 23, 2014 at 3:17 AM
    • #83
    Quote from El_Exodus

    Yeah, a func_animal would be the shit!


    My Steam profile is linked in my signature But here is the link: http://steamcommunity.com/id/el_exodus


    Request has been send

  • Vaya
    • September 23, 2014 at 9:09 AM
    • #84

    [Blocked Image: http://i.imgur.com/W5wDy1o.jpg]This vent.....


    [Blocked Image: http://i.imgur.com/wuQOVj8.jpg]...makes looking out this window annoying.


    [Blocked Image: http://i.imgur.com/0Rohw02.jpg]


    this needs to be blocked off as to not to confuse my tiny brain


    [Blocked Image: http://i.imgur.com/XwxjY9k.jpg]


    unexpected boost at A


    very nice looking map. organic walls take a little to get used to Also kills my FPS as you can see. I'm normally 150+

  • jackophant
    • September 23, 2014 at 10:06 AM
    • #85
    Quote from catfood

    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 think the way it's been styled makes sense. The areas out of the public eye are often very stark so this offers a nice transition rather than shoving more zoo in the users face.


    I do think that mid is a rather overpowered choke point. The long range hut is hard to see without a scoped weapon, and there's a large degree of height to check depending how far back the CTs are in the enclosure, coupled with a lot of RZL's rushes from the underground of the aquarium. *shakes fist angrily*


    However, I do find it sometimes hard to distinguish what would work in 5v5 and 10v10, and this may be one of those 10v10 OP CT situations.


    Fantastic looking map! Can't wait to see next update!

  • Squad
    • September 23, 2014 at 12:14 PM
    • #86

    Thanks, guys!


    I'll address those points. Vaya, the FPS drops are only occuring at A? Or more parts of the level?


    jackophant: I'll probably request a 5vs5 with a more competitive setup, if that's possible.

  • Vaya
    • September 23, 2014 at 12:47 PM
    • #87

    I'll check tonight. quite sure it was mainly A looking to mid's glass building

  • Niller^.-
    • September 23, 2014 at 1:09 PM
    • #88

    Hey Squad, I've got some feedback for you aswell


    I have focused on gameplay since the design is more likely to change. Keep in mind when reading this, that it's mostly theory based, but something you might want to consider.

    If you're going to have a competitive playtest, remember to send me an invite


    Assume T's are rushing through middle into this room. The time it will take the T's to get to this particular room (through the tunnel), CT's will likely already have been able to rotate from bombsite to block this door. It's a single door, which will make it quite hard for T's to push through. This leads to two options: go through and have a good chance for a slaughter or go back. The road back is quite long and also with only one opening, making it possible that CT's from the other bombsite have gone up and blocked that path aswell.


    This comment is similar to the one catfood made. These fences also have a negative effect on the setting.


    This path is very dangerous for T's.

    1) CT's can see the bodies of T's long before T's can see the CT's.

    2) It's very small (easy to nade and spray down).

    3) T's have numerous of areas/places to check when going in.


    It may show its worth in a competitive setting, but during the playtest, this path was just not worth the risk.


    I've also mentioned this ingame, but I'll post it here aswell so it's easier to see and remember. These railings need clip


    I'd also like to see the indoor bombsite have a second option to get up and down.


    Good luck with the map, great work so far

  • Vaya
    • September 23, 2014 at 1:59 PM
    • #89

    I would bring the open water down a bit too so you can't look through the surface anymore. It does weird things to the viewmodel

  • Squad
    • September 23, 2014 at 2:08 PM
    • #90

    Thanks, Niller! You're bringing up some good points.


    Quote from Vaya

    I would bring the open water down a bit too so you can't look through the surface anymore. It does weird things to the viewmodel


    Do you mean the water at A site? It used to be semi-opaque, but you couldn't see the bomb anymore if it was dropped in the water. That water is still WIP btw.

  • jackophant
    • September 23, 2014 at 2:20 PM
    • #91
    Quote from Squad

    jackophant: I'll probably request a 5vs5 with a more competitive setup, if that's possible.


    I'd love to have a 5v5 playtest as I'm hoping to make my map as competitively viable as possible. I'm just trying to arrange it externally at the moment.

  • Squad
    • September 28, 2014 at 1:58 AM
    • #92

    Some updates!


    This window, which was meant for Ts inside this hallway to be able to throw smokes and flashes, has been removed ...


    [Blocked Image: http://users.telenet.be/gus/de_zoo22.jpg]


    ... and has been replaced by a skylight window, which doesn't provide direct line of sight for CTs inside the hut, making Ts less vullnerable. It also makes it a lot harder for CTs to throw their nades through it since the skylight window is not visible to CTs.


    [Blocked Image: http://users.telenet.be/gus/de_zoo23.jpg]


    I replaced this part, which was made up of displacements and a few models before, by a modified stock prop.


    [Blocked Image: http://users.telenet.be/gus/de_zoo24.jpg]


    The piece of rock on the right may look a bit too angled though


    [Blocked Image: http://users.telenet.be/gus/de_zoo25.jpg]

  • Parkcityfan
    • September 28, 2014 at 2:29 AM
    • #93

    Nice job!

  • FMPONE
    • September 28, 2014 at 2:38 AM
    • #94

    It looks good, the potential is there, but the lighting is quite flat right now. It needs some more drama and intrigue, get some nice color contrasts in there and some more true warm tones IMO, some of the shadowing also seems absent or a bit artificial. I'd also be wary of displacement rock areas that are not physically realistic, defying gravity such as above that doorway.

  • Squad
    • September 28, 2014 at 2:55 AM
    • #95

    Thanks!


    Quote from FMPONE

    It looks good, the potential is there, but the lighting is quite flat right now. It needs some more drama and intrigue, get some nice color contrasts in there and some more true warm tones IMO, some of the shadowing also seems absent or a bit artificial.


    I guess you're talking about the outside areas? Any suggestions are welcome


    Quote from FMPONE

    I'd also be wary of displacement rock areas that are not physically realistic, defying gravity such as above that doorway.


    Do you mean the last picture with the big rock on the upper right tilting over? Or the the 3rd picture where there there is a large part tilting over horizontally? Either way, it should be noted that the rocks are "artificial" That being said, they're still supposed to resemble real rocks, so they should also look like real rocks to some extent.

  • Frips
    • September 28, 2014 at 4:29 AM
    • #96
    Quote from Squad

    Do you mean the last picture with the big rock on the upper right tilting over? Or the the 3rd picture where there there is a large part tilting over horizontally? Either way, it should be noted that the rocks are "artificial" That being said, they're still supposed to resemble real rocks, so they should also look like real rocks to some extent.


    I have been thinking about this since you started posting screenshots. To me, they looked intentionally fake, like you would see at a zoo/aquarium. They look like they are mimicking the mimicking of rocks. And in that respect, I think you did a perfect job.

  • spence
    • September 28, 2014 at 5:01 AM
    • #97

    I thought the same, they reminded me of the fake 'rock' installations I've seen at aquariums made from poured concrete and mesh/rebar (except for the bulgy bit in the last shot, which looks a bit odd).

    I agree with FMP about the lighting, a warmer light_env color might make a world of difference. I like the way it looks in those indoor screenshots but outside it feels somewhat washed out...there's some nice colour richness from the sky and the blue of the aquarium area (the seal/dolphin ball and the life preserver add a nice splash of colour too) but there's a lot of white/cream/sandy textures otherwise.

    Since this really boils down to colours maybe a bit of colour correction would be useful? It might bring out the greens of the foliage a little more (the grass seems really dry and desaturated, perhaps intentionally). It also may create a little more contrast between the different materials (the sand, the concrete tiles/walls, etc)

    Otherwise it's looking fantastic, can't wait to give it a go when it's on workshop

  • Squad
    • October 5, 2014 at 12:56 PM
    • #98

    I'm pretty much ready for a 5 vs 5 playtest Did another clipping pass, with help from Exodus and Fnuggi. Thanks again!

    I changed the lighting to a warmer colour.


    [Blocked Image: http://users.telenet.be/gus/de_zoo26.jpg]


    These giant windows are now breakable. Should provide for some more interesting gameplay, like faking.


    [Blocked Image: http://users.telenet.be/gus/de_zoo27.jpg]


    Caustics! Although you can't really tell in this picture


    [Blocked Image: http://users.telenet.be/gus/de_zoo28.jpg]


    [Blocked Image: http://users.telenet.be/gus/de_zoo29.jpg]


    [Blocked Image: http://users.telenet.be/gus/de_zoo30.jpg]

  • morozov
    • October 5, 2014 at 12:58 PM
    • #99

    Very cool!

  • cashed
    • October 5, 2014 at 3:05 PM
    • #100

    looking awesome squad!

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