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[CS:GO]de_zoo

  • Squad
  • March 20, 2014 at 5:41 PM
  • R.I.P 3.0
    • October 7, 2014 at 11:48 AM
    • #101

    Loocks very nice!!! Good job and good luck

  • Em'
    • October 7, 2014 at 11:57 AM
    • #102

    This looks really cool, you catched the aquaticparky-mood quite well !

  • Vaya
    • October 7, 2014 at 12:07 PM
    • #103

    can the mapcore server do a 5 Vs 5 game? Maybe on a non-playtesting day.


    I'd be up for it

  • Squad
    • October 7, 2014 at 1:53 PM
    • #104
    Quote from Vaya

    can the mapcore server do a 5 Vs 5 game? Maybe on a non-playtesting day.


    I'd be up for it


    One is planned tommorow

  • Xanthi
    • October 7, 2014 at 2:05 PM
    • #105

    Lighting looks so much better now, nice job!

  • leplubodeslapin
    • October 7, 2014 at 2:34 PM
    • #106
    Quote from Squad

    One is planned tommorow


    This is too far from now. Please release this beauty on the workshop immediately.

  • spence
    • October 7, 2014 at 2:52 PM
    • #107

    Well done, looks fantastic

  • Squad
    • October 7, 2014 at 3:04 PM
    • #108

    Thanks guys

  • Vaya
    • October 8, 2014 at 12:04 PM
    • #109

    fire me a message or an invite for the playtest if there's space.

  • Spherix
    • October 8, 2014 at 2:55 PM
    • #110
    Quote from Squad

    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.


    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

    Display More


    I just love those glass/metal railings to much. A note to this particular scene though, have you ever seen tiles slant like that? A subtle overlay of tile edge could sort that I assume

  • Squad
    • October 8, 2014 at 4:00 PM
    • #111
    Quote from Vaya

    fire me a message or an invite for the playtest if there's space.


    It's tonight. I added you on Steam.


    Quote from Spherix

    I just love those glass/metal railings to much. A note to this particular scene though, have you ever seen tiles slant like that? A subtle overlay of tile edge could sort that I assume


    I actually have tiny trims on the bottom and top of every ramp ... seems like I forgot the ones in the picture. Thanks for bringing it up

  • Vaya
    • October 8, 2014 at 4:02 PM
    • #112

    I'd put in a threshold strip. Metal one would look good.


    http://www.homedepot.com/p/TrafficMASTE…89?N=5yc1vZbnar


    They are used all the time in public spaces to stop wear.

  • Spherix
    • October 8, 2014 at 6:00 PM
    • #113
    Quote from Vaya

    I'd put in a threshold strip. Metal one would look good.


    http://www.homedepot.com/p/TrafficMASTE…89?N=5yc1vZbnar


    They are used all the time in public spaces to stop wear.


    Or even grates for draining excess cleaning/water... Not that unusual with an aquarium next to it ;)

  • Vaya
    • October 9, 2014 at 8:41 AM
    • #114

    my feelings


    - More cover for CT at B please. I got streamrolled a couple times. Might be partially due to timing- might be due to the other team being 150% pro.


    http://steamcommunity.com/sharedfiles/fi…s/?id=324127178


    As we talked about this wall should be thickened so you have *some cover* for peeking that path


    - This wallbang should be removed. not that it's really useful. Consistency is good though


    http://steamcommunity.com/sharedfiles/fi…s/?id=324127188


    --


    Map looks great and Plays great too! hoping it gets in an operation.

  • El_Exodus
    • October 9, 2014 at 3:18 PM
    • #115

    The 5on5 PT was fun

    Here is my feedback:


    Clipbusters busted again and found a unintended boost spot at T-Spawn:

    [Blocked Image: http://abload.de/thumb/2014-10-08_00006tjr26.jpg] [Blocked Image: http://abload.de/thumb/2014-10-08_000075oqq0.jpg] [Blocked Image: http://abload.de/thumb/2014-10-08_00008khqz8.jpg]


    And again. I could walk on this little thing:

    [Blocked Image: http://abload.de/thumb/2014-10-08_000093sphg.jpg]


    Biggest issue of this map imho is the view out of this maintenance space at A. CT's standing on the spot in the 2nd screen can pwn rushing T's easily, because the CT models are hardly visible in front of the rock-texture in the back.

    [Blocked Image: http://abload.de/thumb/2014-10-08_00011zfrz2.jpg] [Blocked Image: http://abload.de/thumb/2014-10-08_00012sxp2j.jpg]


    Another possible boost. Intended?

    [Blocked Image: http://abload.de/thumb/2014-10-08_00005ikogo.jpg]


    And finally just a screenshot with a nice angle of the map

    [Blocked Image: http://abload.de/thumb/2014-10-09_00002k9paw.jpg]


    If you want to watch the 5on5 again out of my perspective - surpriiiiise:

    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.

    €: I forgot to add, that holding B site is a very hard mission. There are lots of entrances and i ended up not knowing where to look at. Maybe you could add some unique objects to the different entrances to B, to make calls easier.


    €2: In addition to this, i made some further thoughts on the B site. Currently you have 5 entrances to it. Mixed on the lower floor and on the upper floor on both sides of the bombsite. I think that's one reason why it's so damn hard to hold. What if you'd block the marked door on the upper floor of the site? It would make it much easier for the players on the bombsite to check all entrances. Both upper entrances would be on the same side, and both lower entrances would be on the other side. In the playtest i had no idea where to look at and where to place myself. I felt vulnerable from everywhere. I think this simple change might fix it. What are your thoughts on it?


    [Blocked Image: http://abload.de/thumb/2014-10-09_00003_doorz4bvo.jpg] [Blocked Image: http://abload.de/thumb/2014-10-09_00004n2ay0.jpg]

  • Squad
    • October 9, 2014 at 4:14 PM
    • #116

    Thanks for your feedback and the video!


    Quote from El_Exodus

    €: I forgot to add, that holding B site is a very hard mission. There are lots of entrances and i ended up not knowing where to look at. Maybe you could add some unique objects to the different entrances to B, to make calls easier.


    €2: In addition to this, i made some further thoughts on the B site. Currently you have 5 entrances to it. Mixed on the lower floor and on the upper floor on both sides of the bombsite. I think that's one reason why it's so damn hard to hold. What if you'd block the marked door on the upper floor of the site? It would make it much easier for the players on the bombsite to check all entrances. Both upper entrances would be on the same side, and both lower entrances would be on the other side. In the playtest i had no idea where to look at and where to place myself. I felt vulnerable from everywhere. I think this simple change might fix it. What are your thoughts on it?


    [Blocked Image: http://abload.de/thumb/2014-10-09_00003_doorz4bvo.jpg] [Blocked Image: http://abload.de/thumb/2014-10-09_00004n2ay0.jpg]


    I guess the amount of entrances at B depends on how you look at it. I consider there to be 3 entrances, standing below the balcony.

    But several people said it was hard to hold, so something has to be done about it. I could try your suggestion, just not sure if blocking that door will have a big impact on the flow in that area and for rotating.


    Also, I made some custom bombsite decals. It's a quick job, so don't comment on the quality too much


    [Blocked Image: http://users.telenet.be/gus/de_zoo31.jpg]


    [Blocked Image: http://users.telenet.be/gus/de_zoo32.jpg]

  • Vaya
    • October 9, 2014 at 5:16 PM
    • #117

    Nice!


    [Blocked Image: http://i.imgur.com/3iCGQAa.png]

    This might be a weird idea- Open up this wall so you can view through it (even partially- concaved?) but bullets are clipped. a couple seconds warning to help the CTs here. As jackophant said last night though our issues as a ct team might of been down to general placement/tactics rather than map imbalance

  • El_Exodus
    • October 10, 2014 at 2:48 AM
    • #118

    Alright MOAR feedback (A Site)


    As i already told you: The window in maintenance room could be bigger for easier flashes. I also thought that there could be a window on the front of the building, but that might make CT nades too easy. So nvm maybe

    [Blocked Image: http://abload.de/thumb/2014-10-10_00004cxomb.jpg]


    Also there are lots of CT head peeks which are kinda hard to check all in 2 seconds. For example this one(CT view):

    [Blocked Image: http://abload.de/thumb/2014-10-10_00003yzqod.jpg]


    and this one(marked with hitmarker):

    [Blocked Image: http://abload.de/thumb/2014-10-10_000028fqgf.jpg]


    The first one can easily be diabled by moving one rock slightly to kill the sightline. The second one can be less CT sided by lowering the ground (displacement) to the level of the hitmarker on the left side in the following screen. So you'd end up having a little rock wall in the enclosure:

    [Blocked Image: http://abload.de/thumb/2014-10-10_000011krnh.jpg]


    In addition to the head peeks, there are quite some spots for CT's to hide. You could lower the number, by adding another rock/clip combination to this point, so CT's will either hide in the close corner after the maintenance room or behind the "far" rock behind this spot. It would still be a powerful position for CT's though.

    [Blocked Image: http://abload.de/thumb/2014-10-10_000069aqpu.jpg]


    As you can see in those screenshots, too:

    [Blocked Image: http://abload.de/thumb/2014-10-10_00009thogz.jpg] [Blocked Image: http://abload.de/thumb/2014-10-10_00007zrqak.jpg]


    You also see there, that some rocks, have wrong collision models. I pointed some of them out:

    [Blocked Image: http://abload.de/thumb/2014-10-10_000102arjq.jpg] [Blocked Image: http://abload.de/thumb/2014-10-10_00011o7pg2.jpg] [Blocked Image: http://abload.de/thumb/2014-10-10_00012hjruk.jpg] [Blocked Image: http://abload.de/thumb/2014-10-10_00013yarr0.jpg] [Blocked Image: http://abload.de/thumb/2014-10-10_00014gnp5v.jpg] [Blocked Image: http://abload.de/thumb/2014-10-10_000155hqlc.jpg]


    Another minor thing is, that you can see below the water surface. It doesn't affect gameplay, it just doesn't look that good. Adding a Clip to the ground of the water will stop palyers from going too deep in the water.

    [Blocked Image: http://abload.de/thumb/2014-10-10_00008p3p04.jpg]


    And the final two minor issues: Where are the red pipes going? There is nothing behind the wall. And there are wooden planks growing out of the rock in the 2nd screenshot literally unplayable!

    [Blocked Image: http://abload.de/thumb/2014-10-10_00005vfpwg.jpg] [Blocked Image: http://abload.de/thumb/2014-10-10_00016fcri3.jpg]


    Hope it helps

  • Puddy
    • October 10, 2014 at 9:19 AM
    • #119

    Please use imgur.com for future pics. All those ads might give us aids.

  • kinggambit
    • October 10, 2014 at 9:36 AM
    • #120

    nuuuuuuuuuuu! did i miss the play test for this map?? any way i can get my hands on the bsp just to check out all the changes?

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