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[CS:GO] Rails

  • Deh0lise
  • April 22, 2014 at 12:34 AM
  • Deh0lise
    • April 22, 2014 at 12:34 AM
    • #1

    Hi everyone!


    I've just released my uberupdatedversion of de_rails, and after telling everyone in the chat about it, it is the time to tell you everyone else the good news!


    DOWNLOAD:http://steamcommunity.com/sharedfiles/fi…s/?id=251812530


    Radar (WIP):
    [Blocked Image: http://i.imgur.com/s4RQ0SQ.png]


    Screens:

    [Blocked Image: http://i.imgur.com/85pTNks.jpg]
    [Blocked Image: http://i.imgur.com/LsYTZfR.jpg]
    [Blocked Image: http://i.imgur.com/yjerS90.jpg]
    [Blocked Image: http://i.imgur.com/ItsdItn.jpg]
    [Blocked Image: http://i.imgur.com/Osw6gBE.jpg]
    [Blocked Image: http://i.imgur.com/p0wE7fu.jpg]
    [Blocked Image: http://i.imgur.com/dCNZWSo.jpg]
    [Blocked Image: http://i.imgur.com/OSYMdXY.jpg]
    [Blocked Image: http://i.imgur.com/fygFGua.jpg]
    [Blocked Image: http://i.imgur.com/N6qsOpG.jpg]
    [Blocked Image: http://i.imgur.com/un9PY1b.jpg]
    [Blocked Image: http://i.imgur.com/XHggVeT.jpg]
    [Blocked Image: http://i.imgur.com/DGpUo4o.jpg]
    [Blocked Image: http://i.imgur.com/6mTrhKL.jpg]
    [Blocked Image: http://i.imgur.com/CC08ozZ.jpg]


    Feedback is appreciated!

  • Minos
    • April 22, 2014 at 1:51 AM
    • #2

    This looks awesome! Finally a night map that people might actually play because it's not pitch black

  • poLemin
    • April 22, 2014 at 8:52 AM
    • #3

    This is a really good approach and definetly an improvement compared to the earlier versions!


    I just had a quick look, but I will take some time off this weekend to give you more detailed feedback. I will probably create an imgur-album similar to those I did for rust


    Still, awesome stuff here! Very impressive

  • El Moroes
    • April 22, 2014 at 1:13 PM
    • #4

    Nice update but...why snow ? Replace it by the sand you had before please

  • Deh0lise
    • April 22, 2014 at 4:51 PM
    • #5
    Quote from El Moroes

    Nice update but...why snow ? Replace it by the sand you had before please


    For readability. I used sand before because I had those textures done for de_rust, so I didn't had to make any new asset.


    Right now I'm not going back to sand, though I may think about it if I end up doing a daylight version.

  • El Moroes
    • April 22, 2014 at 5:03 PM
    • #6
    Quote from Deh0lise

    For readability. I used sand before because I had those textures done for de_rust, so I didn't had to make any new asset.


    Right now I'm not going back to sand, though I may think about it if I end up doing a daylight version.


    Ok I understand, but currently, the snow is a little bit out of your setting when we see green grass with green trees. I know that it could be saw in reality but here, on your map, it's a little bit weird. I'm sure you can have a nice sand texture without a loss of readability.


    Oh, and about Rust ? Do you planned an update (I like the setting you used ) ?

  • tomm
    • April 22, 2014 at 6:46 PM
    • #7

    just checked out the map, I like it, seems rather fast paced(and that's good imo)


    dunno what the map looked like before, but I think we need more snow themed maps


    oh and one funny thing


  • Deh0lise
    • April 22, 2014 at 7:17 PM
    • #8
    Quote from El Moroes


    For readability. I used sand before because I had those textures done for de_rust, so I didn't had to make any new asset.


    Right now I'm not going back to sand, though I may think about it if I end up doing a daylight version.


    Ok I understand, but currently, the snow is a little bit out of your setting when we see green grass with green trees. I know that it could be saw in reality but here, on your map, it's a little bit weird. I'm sure you can have a nice sand texture without a loss of readability.


    Oh, and about Rust ? Do you planned an update (I like the setting you used ) ?


    Maybe I should do some brownish grass and use it for de_rust too!


    I made some changes in rust but I'm not confident enough with them. I simplified it a lot, but I have to redo an area to make it more enjoyable & pretty. Not close to release yet, but once it's done as will change a lot I will probably do the same as I did with rails, a new release.


    Quote from tomm

    just checked out the map, I like it, seems rather fast paced(and that's good imo)


    dunno what the map looked like before, but I think we need more snow themed maps


    oh and one funny thing


    Ups, decals are alive when get close to a displacement. I've noticed another one in a different spot. Will fix for sure.


    Thanks guys!

  • ics
    • April 23, 2014 at 5:14 PM
    • #9

    Thats why you should use overlays instead of decals.

  • ShockaPop
    • April 23, 2014 at 5:37 PM
    • #10
    Quote from ics

    Thats why you should use overlays instead of decals.


    Decals are cheaper, so that's why it's best to use them whenever possible.

  • ics
    • April 23, 2014 at 9:55 PM
    • #11

    Yes - but the displacements don't like decals near them.

  • Deh0lise
    • April 24, 2014 at 3:30 PM
    • #12

    Ok, updated it (and found a bug, players can get stuck crouching close to a snowed crate...).


    Here are the changes:

    VISUAL
    -Inverted specular on snow. No more massive blue reflections
    -Fixed a ground texture in ladder CT spawn
    -Fixed a concrete texture in B
    -Lightened environment shadows
    -Added a rail in skylight room (B) to help players notice unreachable area
    -Changed the middle vent red light to a blue in order not to confuse newcomers (not a reachable area)
    -Made lower steps of A stairs smaller
    -Fixed decals being applied to displacements

    GAMEPLAY
    -Lowered T's entrance platform in A
    -Inverted windows wood in house A to facilitate CTs job covering stairs
    -Added a fence on A corner to lower in order to prevent cheese position
    -Added an additional box and wood planks to mid A corner in order to increase predictability
    -Made some lights nonphysic in order to prevent cheese positions
    -Fixed map boundaries and abusive spots
    -Added a black brush in lower crate A to prevent abusive spotting
    -Added a wood plank in CT spawn to reduce CT's fire angle. It made it difficult for T's to spot them in tubes
    -Fixed a collisions on a model down A vents that disturbed movement in barrels corner
    -Lightened environment shadows in order to help readability
    -clipped and resized window brushes on CT spawn to B to increase prediction
    -widened a wood plank in middle to help throw grenades

    OPTIMIZATION
    -made func_detail some missed brushes

    TO DO (Among others)
    -Further testing of the bombspots with good awpers & smoke strategies
    -Change middle door for a breakable model
    -Observe lightmaps in order to improve shadows and reduce filesize
    -Revise hinting, as in some places it may have aged
    -Design and add new signs for bombspots
    -Improve some textures (mostly specular and ssbump)
    -Improve 2d & 3d skybox
    -Further details (v.g snow on few props) & light improvements in certain areas
    -Further clipping to make movement smooth
    -Navigation mesh for bots

  • poLemin
    • April 27, 2014 at 12:58 PM
    • #13

    Finally got some time to further investigate the map. It looks really cool and I love it! Great work!


    Here is the promised album with detailed feedback and things I encountered on the map. Some things are marked dkii (don't know if intended).


    http://imgur.com/a/KlFZ9


    Have fun fixing! ;D

  • Deh0lise
    • April 27, 2014 at 3:22 PM
    • #14
    Quote from poLemin

    Finally got some time to further investigate the map. It looks really cool and I love it! Great work!


    Here is the promised album with detailed feedback and things I encountered on the map. Some things are marked dkii (don't know if intended).


    http://imgur.com/a/KlFZ9


    Have fun fixing! ;D

    Display More


    WOW, that's a lot of screenshots!


    1) Yes, I should use a better image.

    2) Ladder is short so Ts going up have to jump, make noise and alert CTs.

    3) Only front windows are accesible so you can drop without taking damage and exposing to mid. The rest of the windows were cliped and their ledge removed so players don't abuse and don't get confused.

    4) I agree. I have to see how I can manage to make it feel not accessible and, at the same time, provide a good vision from the entrance door to the farther door.

    5) Yup, might be a good idea to remove it.

    6) I might add more crates to make it feel more natural, but I like how CTs can move on that train, so I'm not sure how I'll solve it

    7) This is intended. It might be annoying having to jump, but also offers a good lame spot and the old "underthetrain" feeling. Also you can see CTs in the other pit with this "deepness".

    Yes, I agree, din't notice. Suggestion accepted.

    9) I know, it's weird. If Ts were able to go closer they'd see the end of the highway. I've already brought the fence and a conea bit closer though there is still an important gap.

    10) Already noticed, will be fixed in the next update

    11 & 12) I'll make a clip ramp in those spots. Depending on the spot I tend not to clip first or last step so you don't go up when moving closer, though as both spots have only one direction gonna change it, it's not necessary.

    13) You can through one, not the other one. No one advantage for jump there, but ye, will add a clip for consistency

    14) Noticed about pipes (you can jump on), but didn't try the lamp xD. I left pipes because CTs shouldn't rush Ts, just a way to disuade them. Not sure if I'll remove it.

    15) Yes, the whole point of that was to prevent that lame position. Now I've made half of that plastic opaque, hope that will help

    16) It does for sure. It is to help cover from above. There was a time it was snow and made sense, now is just useful.

    17) Fixed. Thanks!

    18) Yes I've noticed after published. Already fixed it. That snow is meant to offer cover for CT support / awp.

    19) Yes.

    20) They were skycrapper windows cleaners in their spare time. You know, those guys do really weird things!

    21) I agree. Fixed.

    22) Already changed red to blue light for that, but If you felt you could go in I'll add some garbage inside.

    23) Noticed after publishing. Already solved.

    24) Maybe is a perennial tree

    25) Made new orange signs for locations, and added a door model. That should do it.

    26) Cliped. Thanks

    27) Cliped.

    28) Mmm... Dunno how I made that.

    29) Been warned. You can even throw the bomb behind there. No one will be able to pick it up xD (fixed)

    30) Yep. Tested it with players, and 3 was too much. It is a lot of jumping and sound, so I let it be that way.

    31) Planning to change some crate models. By now that position feels horrible to me, but will probably be changed with the model.

    32) Didn't know that, but you are right. I'll add a black brush.

    33) Ye, to much love. I might also add some sort of light source there, I've tried with fire, but distracts too much.


    Thank you, that really helps. I'll try to fix it all for the next update

  • Deh0lise
    • May 1, 2014 at 5:23 PM
    • #15

    Another update:


    VISUALS
    -Improved A boundaries
    -Modified 3d skybox
    -Modified few lights
    -Decorated middle windows wood plank
    -Added a door model instead of a brush
    -Added metal arches in B
    -Adjusted fog to give more depth to the level
    -Added a broken ladder in middle to indicate the path
    -Added a concrete handrail on A stairs

    GAMEPLAY
    -Increased door open speed (easier rushes and fast upper picks)
    -Solved snowed crate stuck bug on A
    -Added a ramp on A T’s platform to favor smooth picks
    -Added orange bombspot signs so newcomers are better oriented
    -Raised A skybox to facilitate throwing grenades (no bounce)
    -Added a breakable plank of wood on hole A in order to make boosts more noticeable. There is still a hole you can throw nade/smoke without breaking the wood plank.
    -Added a plastic on the scaffolding of arches corridor (B) to improve visibility
    -Made half of plastic on A not translucent in order to prevent lame camping spot
    -Added a forklift on ramp A to reinforce Ts position and disincentive CTs AWPs in ramp

    OPTIMIZATION
    -some forgotten brushes have been converted to func_details There are still many things to work on, but I'm on it

  • Deh0lise
    • May 16, 2014 at 6:29 PM
    • #16

    You probably already know it, but it is a motive to be proud of, so I'm spreading the word. Vakarm.net published an an article with the best april maps, and de_rails is in it!


    Link: http://www.vakarm.net/news/read/Maps…th-Avril/5723/2

  • poLemin
    • May 16, 2014 at 6:30 PM
    • #17
    Quote from Deh0lise

    You probably already know it, but is a motive to be proud of, so I'm spreading the word. Vakarm.net published an an article with the best april maps, and de_rails is in it!


    Link: http://www.vakarm.net/news/read/Maps…th-Avril/5723/2

    well deserved!

  • Deh0lise
    • August 23, 2014 at 7:20 PM
    • #18

    New update released. Not a very big update, but worth it.

    Download: http://%7boption%7d

    VISUAL
    -New Radar
    -Changed some textures to improve visibility and aesthetics
    -Improved lighting in few spots
    -Added beams of light to standing lights. They don't disturb gameplay and add quite a good mood.
    -Added a new pillar in A. It makes the bombspot look better and helps CT cover from Ts below.

    GAMEPLAY
    -Navigation mesh improved. Bots behave better
    -Modified bottom route to A. Increased the size of the room (Z axis), textures & vent size (faster movement in/out).
    -Modified middle route to B. Breakable wood offers cues to Ts, cloth prevents gives Ts some advantage.
    -Added wood planks in the end of the trains in B. This will give some moving options while playing.

    P.S There are few more updates not listed.

    Feel free to answer this thread, the one in workshop or discuss it Deh0lise (twitter).

    Hope you like it!

  • Deh0lise
    • August 25, 2014 at 5:25 PM
    • #19
    Quote from Bevielis

    I'm no expert, but this looks really well done, the visuals look really nice. The only thing that saddens me is that there's such an excess of industrial style maps, so this doesn't feel very unique.

    Thanks for the nice words.


    I agree on the industrial setting, it is over used, mostly because the props/textures being suited for this theme and because most cs maps start as a layout and then the theme is chosen. That's at least what I did, so is dust, mirage and many more. My intention was to find a sort of substitute to de_train, which is broken for too long (imo).


    Anyway, I've just released a flash update after having a 5vs5 match on the map.


    VISUALS

    -Improved the skybox (skybox fog + selfilum textured buildings)

    GAMEPLAY

    -Streched further middle (more bricks close to B door)

    -CT spawn windows narrowed (a new wood plank on the other side)

    -Moved a crate in bombiste A to help planting the bomb. Now Ts can choose whether they want to plant leaving uncovered upper stairs or connector door.

    -Added a semi-translucent cloth on the rails in bombspot A. This will further give sense of protection to Ts while not affecting vulnerability when planting.

    -Nav mesh tweaked


    Still needs more work (skybox ground texture, mist/clouds, roads, yellow lighting...), but I think those buildings are nice touch and improve the overall feeling.

    [Blocked Image: http://puu.sh/b7oIs/0e0953b524.jpg]


    The left wall is the new modification, it covers more or less the same as the boxes, but is more solid and, as there are the pipes, streches middle. I also moved the wood plank so smoking CTs above will be easier now (you cant reach them from T base).

    [Blocked Image: http://puu.sh/b7oLp/3aee9f597c.jpg]


    Here you can see the translucent cloth and the box, which has been moved in order to offer some cover from upper stairs as stated before.

    [Blocked Image: http://puu.sh/b7oP2/07a684e7c9.jpg]


    Streched middle@CT spawn + added clue to stairs and wood that will help Ts notice CTs up there:

    [Blocked Image: http://puu.sh/b7oRc/edf8571eac.jpg]


    I'm changing the map status to "release candidate". I feel quite confident about how it plays.


    Good feedback is welcome!

  • PilzHere
    • August 29, 2014 at 11:00 PM
    • #20

    Lookin good

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