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[CS:GO] de_acceleration

  • borgking
  • April 9, 2014 at 6:22 PM
  • borgking
    • April 9, 2014 at 6:22 PM
    • #1

    "Geneva, Switzerland: It took long years and billions of franc, but finally the new particle accelerator is finished. The worlds most briliant physicists are expecting new insight on how the world works. Though there is a small minority that fears the experiments might go wrong and create a black hole: A singularity capable of destroying the entire planet earth. Mobilizing concerned citizen into spending money, they hire a group of professional mercenarys to break into the CORE research facility and prevent the upcoming doom..."


    Current Status:
    Layout:

    [Blocked Image: http://svenmonhof.de/foren/core/layout_routes.jpg]

    Bombspot A:

    [Blocked Image: http://svenmonhof.de/foren/core/bombspot_a.jpg]

    Bombspot B:

    [Blocked Image: http://svenmonhof.de/foren/core/bombspot_b.jpg]

    Tunnel:

    [Blocked Image: http://svenmonhof.de/foren/core/tunnel.jpg]

    CT-Spawn:

    [Blocked Image: http://svenmonhof.de/foren/core/ctspawn.jpg]

    T-Spawn:

    [Blocked Image: http://svenmonhof.de/foren/core/tspawn.jpg]

    A-Approach:

    [Blocked Image: http://svenmonhof.de/foren/core/approach_a.jpg]

    B-Long:

    [Blocked Image: http://svenmonhof.de/foren/core/long_b.jpg]


    Thanks to the Mapcore CS:GO playtesting the layout has evolved quiet a lot through the iterations. I am exited to find out how it is going to develop...

  • Squad
    • April 10, 2014 at 12:37 AM
    • #2

    Theme is nice

    Do you plan on any layout changes after the latest playtest? I understand it has been simplified a lot apparantly since previous versions, but I still think it felt too complex. Lots of places in the map where you can go 3 or 4 ways.

  • mr.P
    • April 10, 2014 at 9:14 AM
    • #3

    ohh cool, I hope you slap on some nice fresh textures!


    ...and brighten it up


    [Blocked Image: http://i.dailymail.co.uk/i/pix/2008/06/13/article-1025725-00F6AB8E00000578-235_468x286_popup.jpg]

  • Jonny Phive
    • April 12, 2014 at 9:38 PM
    • #4

    agreed- great setting choice. love where that second pic is going!

  • HoT Ho11oW PoiNT
    • April 13, 2014 at 2:15 AM
    • #5

    "Counter-Terrorists Win!"...Particle Accelerator fires up...intense magnetic field sucks all guns into 'pipe'...

  • kinggambit
    • May 25, 2014 at 8:54 PM
    • #6

    I know you already tested mid out. This is just my opinion but it seems that T's have a lot of control over mid (and a lot of options once they control mid).


    Map's looking good though! You should definitely apply for the CEVO contest (2 weeks left): http://gamebanana.com/contests/47

  • Simonay
    • June 14, 2014 at 9:52 AM
    • #7

    Such an original setting, nice work!

  • FMPONE
    • June 14, 2014 at 12:29 PM
    • #8

    Liking the screenshots a lot. There is a lot of potential in the theme and screenshots, I think the overall level of polish could be improved, tied together, but its quite nice!

  • El_Exodus
    • June 18, 2014 at 9:07 PM
    • #9

    this looks really interesting

  • kinggambit
    • October 7, 2014 at 6:50 PM
    • #10

    Here's some feedback for the latest playtest:

    • Assuming the tunnel is going to be open, I like the widened area. Iz gud! Long narrow hallways are a bit too simple and hard to push.
    • CT's can push and take advantage of mid too easily. Flanks from mid were really easy during the last playtest. I don't think it'd be too much of an issue if you found a way to deter CT's from running out from mid for free (i.e. T's can throw smoke grenades over into mid, slow down the timing for CT's to mid, some kind of chokepoint, etc.)

    i.e.:

    [Blocked Image: http://i.imgur.com/rpQHi0p.jpg]


    Maybe add a way for T's to boost over the balcony at T spawn to get to mid faster? It also helps stop CT's from just smoking off the tight choke at the doorway and getting a lot of map control for free:

    [Blocked Image: http://i.imgur.com/mCm0C7k.jpg]

    • It'd be nice to have more mobility at B to get from the ground to the balcony area. During playtests, I only saw people using the small staircase waaay back in the corner of the site. It funneled the action. If there were a bit more convenient ways to get up the red container, I think it'd be a nice addition. (Just my opinion though)
    • It's quite hard to push tunnel into B. Lots of hard angles:

    [Blocked Image: http://i.imgur.com/lYpl1dQ.jpg][Blocked Image: http://i.imgur.com/G9qEZRn.jpg][Blocked Image: http://i.imgur.com/oisK56e.jpg]


    Technical issues:

    • In general, there are areas that need to be clipped off.
    • Also, just a reminder that I think some staircases were causing the lag issue. I'd try clipping them off (and just make them "not solid" for extra measure) to see if that fixes it.
  • TheGuma
    • October 8, 2014 at 3:13 PM
    • #11
    Quote from kinggambit

    Here's some feedback for the latest playtest:

    • Assuming the tunnel is going to be open, I like the widened area. Iz gud! Long narrow hallways are a bit too simple and hard to push.
    • CT's can push and take advantage of mid too easily. Flanks from mid were really easy during the last playtest. I don't think it'd be too much of an issue if you found a way to deter CT's from running out from mid for free (i.e. T's can throw smoke grenades over into mid, slow down the timing for CT's to mid, some kind of chokepoint, etc.)

    i.e.:

    [Blocked Image: http://i.imgur.com/rpQHi0p.jpg]


    Maybe add a way for T's to boost over the balcony at T spawn to get to mid faster? It also helps stop CT's from just smoking off the tight choke at the doorway and getting a lot of map control for free:

    [Blocked Image: http://i.imgur.com/mCm0C7k.jpg]

    • It'd be nice to have more mobility at B to get from the ground to the balcony area. During playtests, I only saw people using the small staircase waaay back in the corner of the site. It funneled the action. If there were a bit more convenient ways to get up the red container, I think it'd be a nice addition. (Just my opinion though)
    • It's quite hard to push tunnel into B. Lots of hard angles:

    [Blocked Image: http://i.imgur.com/lYpl1dQ.jpg][Blocked Image: http://i.imgur.com/G9qEZRn.jpg][Blocked Image: http://i.imgur.com/oisK56e.jpg]


    Technical issues:

    • In general, there are areas that need to be clipped off.
    • Also, just a reminder that I think some staircases were causing the lag issue. I'd try clipping them off (and just make them "not solid" for extra measure) to see if that fixes it.
    Display More

    I'm not the map developer, but nice feedback!

    Just wanted to clarify some things.. It's not the stairs who cause the lag issue, either the map lacks nodraw-pass or just func_details.

    Areaportals would be a good idea, as well as prop viewing distance.

  • kinggambit
    • October 8, 2014 at 9:50 PM
    • #12
    Quote from TheGuma

    I'm not the map developer, but nice feedback!


    Just wanted to clarify some things.. It's not the stairs who cause the lag issue, either the map lacks nodraw-pass or just func_details.

    Areaportals would be a good idea, as well as prop viewing distance.


    It's not the typical lag we're talking about nor optimization issues with fps. The server lags up (you get a massive spike and sv shoots up to like 10000 m/s and you start getting packet loss/choke). It's the same kind of lag when you throw a grenade on 400 dropped weapons and the server has to calculate all the physics for them. Everyone in the server lags because of this.


    The previous playtest, we noticed that whenever a player walked up on the prop staircases, the server lagged, so we assumed it had something to do with the collision of the staircase. We could be wrong though.

  • hamilton5
    • October 12, 2014 at 8:30 PM
    • #13

    I want to add that because of player clips instead of the normal clip brush in your map your going to have NAV area in places bots can't actually get to - they will act strange and surly get stuck in places. Also if you depend on the nav for your deathmatch spawns this could spawn players out of map

  • kaka
    • October 13, 2014 at 6:33 PM
    • #14

    Some feedback from the playtest yesterday: I really like the main paths to a and b from both a ct and t perspective, there's plenty of interesting ways to fight and take cover. I think there needs to be a way to get to the A plant site from the upper part of the bombsite without having to either jump over the railing or running out of the bombsite and back. Something like a staircase. I also think it would be great if there was a way to quickly get on the B plant site without having to jump over the railing, like an opening in the railing. Jumping and shooting isn't very fun in cs go It would be great if there was a way to plant on B and be safe from the tunnel entries

  • Vaya
    • November 10, 2014 at 8:43 AM
    • #15

    really enjoyed this map last night.


    Some minor things


    all the spawns on T side were facing towards one site (B I think)

    T spawn was way too dark.

    The tunnel needs a couple less places to check (maybe block off some with boxes?)

  • Squeebo
    • January 9, 2015 at 3:43 AM
    • #16

    Just a few things I found somewhat strange, very minor things:


    It seems strange that this brush doesn't go up into the ceiling to me, why is there a ledge there?

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


    This lamp is clearly floating, but I'm sure you knew that. The brush with the security door on it could perhaps have some trim on top as well:

    [Blocked Image: http://i.imgur.com/X5nBfLi.jpg]


    Thought this door might benefit from being on a diagonal wall, as it would be easier to spot, making players more aware of the two paths in this room, and adding some variety in geometry:

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


    Had a lot of fun in the map this last playtest, it's shaping up quite nicely! Cheers

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