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[CS:GO]de_zoo

  • Squad
  • March 20, 2014 at 5:41 PM
  • Squad
    • October 21, 2014 at 10:46 AM
    • #141
    Quote from jackophant

    It's a nice effect, but probably not the right setting. In my experience aquariums are usually very dark to have the best visibility inside the tank, similar to your aquarium mid to B connector, but very dark painted walls (obviously not the best for readability in a cs map). The effect you've created would look great in a jungle biome theme, like Kew Gardens or the Eden Project.


    Dammit... now I want to make a map like this :


    This part is set in a jungle setting containing freshwater fish, so it would make sense to have natural light inside (imo).

  • Sprony
    • October 21, 2014 at 11:03 AM
    • #142

    I don't think that's the problem. It's just too much. Maybe close of the top surroundings a bit so you have less windows and make it less dominant.

  • jackophant
    • October 21, 2014 at 11:06 AM
    • #143

    Ah yes, fair enough. Perfect for all the piranhas

  • SirK
    • October 21, 2014 at 12:08 PM
    • #144

    I don't think that's the problem. It's just too much. Maybe close of the top surroundings a bit so you have less windows and make it less dominant.

    What johnny said Its a nice idea but i think its too much "openess" on the roof.

    Maybe try something like this: http://www.luxal.co.uk/assets/roof-wi….109.43.200.jpg

  • Vaya
    • October 21, 2014 at 12:13 PM
    • #145

    closing off the edges seems like the best idea in my opinion too. A couple skylights in the middle would add to the visual height of the building while separating the windows from the roof. If that makes sense.

  • General Vivi
    • October 21, 2014 at 2:03 PM
    • #146

    MOAR BOUNCE LIGHTING YUUUUUUUUUUUUUUUUUUSSSSSSSHHHH

  • text_fish
    • October 21, 2014 at 3:28 PM
    • #147

    I love the contrast it adds, and I think it looks structurally sound thanks to the pillars.

  • kinggambit
    • October 22, 2014 at 10:58 AM
    • #148

    I liked it before but it's just my own preference (i liked the contrast of warm colors outside to define the A area vs. cool shaded colors inside to define B). Also, the blue lighting really reminded me of the feeling that I was in an actual aquarium.


    On the other hand, I already managed to find some nice smokes from outside-to-inside/visa versa. I'm sure the windows could come in handy for a lot of outside-to-inside smokes (if possible).


    I like SpronyvanJohnson's idea for compromising.

  • Spherix
    • October 22, 2014 at 11:41 AM
    • #149

    You know, you could swap models from the func_fish_pool with other stuff...


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    Use fish.

  • Nexusdog
    • October 22, 2014 at 11:49 AM
    • #150

    Personally, I like it, perhaps adding more foliage above the tanks to provide a little shadow? As for structure perhaps a different shape?


    Cabot Circus, Bristol


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

  • Squad
    • October 22, 2014 at 12:29 PM
    • #151

    Thanks all!


    Quote from kinggambit

    I liked it before but it's just my own preference (i liked the contrast of warm colors outside to define the A area vs. cool shaded colors inside to define B). Also, the blue lighting really reminded me of the feeling that I was in an actual aquarium.


    On the other hand, I already managed to find some nice smokes from outside-to-inside/visa versa. I'm sure the windows could come in handy for a lot of outside-to-inside smokes (if possible).


    I like SpronyvanJohnson's idea for compromising.


    The skylights are not breakable at the moment and I don't think they'll be. The angle is too steep for grenades and func_breakables require a fair bit of resources.


    I'll probably try Sprony's suggestion about removing some of the skylights.


    Quote from Spherix

    You know, you could swap models from the func_fish_pool with other stuff...


    ...


    Use fish.


    Yeah, I've switched some fish with a placeholder model before. Just need a couple of different fishes.
    Also, I noticed it looked weird with larger models.

  • kinggambit
    • October 22, 2014 at 5:47 PM
    • #152
    Quote from Squad

    The skylights are not breakable at the moment and I don't think they'll be. The angle is too steep for grenades and func_breakables require a fair bit of resources.


    Aw that's a shame. I found some nice smoke throws from near CT spawn and A that would land right at that T entrance into that lobby entrance area at B. Also found some nice smoke throws into B for T's over that giant rock.

  • Squad
    • October 22, 2014 at 6:02 PM
    • #153

    Can you show me? I'm not sure how you figured them out without having this bsp

  • text_fish
    • October 22, 2014 at 6:33 PM
    • #154

    You could just use one breakable for the high skylight, as I'm sure in the heat of battle nobody would notice you hadn't made an individual one for each pane of glass. Either that or make it a func_illusionary so nades can just pass straight through it. I guess it depends how awesome the nade possibilities are.

  • El_Exodus
    • November 6, 2014 at 8:45 PM
    • #155

    So, when can we expect a release?

  • Squad
    • November 6, 2014 at 10:37 PM
    • #156

    When it's done

  • El_Exodus
    • November 6, 2014 at 11:08 PM
    • #157

    not soon enough

  • Squad
    • December 26, 2014 at 1:53 AM
    • #158

    [Blocked Image: http://cedarconsulting.files.wordpress.com/2009/09/dust-off.jpg]


    Been a while since I posted an update, so here we go.


    Mapcore easter egg


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


    Redone the enclosure on the left. I've moved it up a bit, so it's more visible. Supposed to be for meerkats!


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


    I've removed the water now, like as it has been drained for maintenance or something like that. Main reason is it is difficult to make it look good (the water was "faked").

    I'll probably have to make some changes to the parts where you can go from the path into the enclosure now. There are a bunch of wooden planks acting as a bridge on one side now.

    Rocks in the water could be removed completely, so going from A to the path would be a double jump. Not sure about this yet.


    [Blocked Image: http://i.imgur.com/6XQMuDq.jpg]


    Cut back on the lightshafts and skyglasses at B. I hope this is better now


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


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


    This is a lighting error that has been bugging me for a while now. I've tried all different prop_static parameters now, but I can't seem to fix it. This rock model looks fine on one side, but the lighting is off on the other side.

    Anyone has any idea what is causing this and how to fix it?


    [Blocked Image: http://i.imgur.com/XWmW1Cg.jpg]


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

  • Puddy
    • December 26, 2014 at 10:37 AM
    • #159

    Looking good m8.


    As for the last part, doesn't it look like the classic "I'm a model so I'm only lit in one way" issue? I would consider adding rock models to the more sunny side that can have sunny lighting on them.

  • text_fish
    • December 26, 2014 at 10:51 AM
    • #160
    Quote from Squad

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

    Nice to see you've included a Puddy style face in there. Is it a blue cat?

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