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[CS:GO] Rails

  • Deh0lise
  • April 22, 2014 at 12:34 AM
  • Deh0lise
    • September 2, 2014 at 7:45 PM
    • #21

    Some September stuff!


    VISUAL
    -Added $detail on some textures. Now they look better when the player see them close (v.g snow ground has small shiny dots like real snow)
    -Improved the 3D skybox. Now there are mountains in the background, a subtle mist and more buildings. Lit buildings are better placed and can be seen from all main routes (A,B,Main)
    -Detailed some ceilings (v.g pipes, vents, trims...) & rooms (v.g A connector and main A).
    -Modified few props.
    -Reduced lightmapsize in skylight room to B. Light below is turned off (thanks for the idea leplubodeslapin). Players wont get confused thinking that is a playable area. The area has been re-clipped to improve movement. One metal plank has been removed (was useless, now you can jump on the other one to control breakable wood route).
    -Added some green cloth covering to few crates to make the area more vivid & interesting.
    -Added some details in spawn CT.
    -Minor details (v.g bottom stairs wall@ bombsite A; platform A...).
    -Updated the radar + added some graphs to the spectator radar.
    -Subtle fog adjustment.
    -Added a small platform in B where the bomb should be planted. Raised all elements on it (light & box).

    GAMEPLAY
    -Removed physics from handrail props.
    -The box in bomsite B has been elevated a bit. Now TS can hide completely behind the crate in certain angles.
    -Added a pipe in A connector. This will make harder to control connector from far (before the gap was too big).
    -Modified bombsite A: new metal plank for more cover (fulfilled a common demand); substituted big crates for fence+crates (one less spot to control for Ts entering upper A).
    -New wood plank in the middle window in windows@ bomsite A. This will reduce visibility for CTs
    -Placed a new crate close to main A entrance and simplified the platform in the front. Now Ts have better movement while CTs can make close attacks.
    -Removed physics from metal structure on the wood ramp in the bombsite A (improved movement)
    -Added func_clip_vphysics to places where weapons could be droped but not picked up (skylight room, spawn ct, B ramp...)
    -Removed particles over the machine in middle (gave advantage to CTs because of fade distance)
    -Tunnels have now a number (1&2) so they can be called out. Notice you can call them lit/dark or something different.
    -Windows@A have a decal over them so players can use them as callouts (A1 & A2). Notice you could call them drop-window, stairs-window before, now they have shorter callouts.
    -Lightened up windows room@A. Ts will be able to spot CTs faster.

    OTHER
    -Filled one container with rubbish in T spawn so its use is clear. Now, some players may not feel they need to get inside.
    -Added a "police line" in T spawn so Ts don't try to run away and get confused by the noclip brush.


    CHANGE LOG THREAD: http://steamcommunity.com/workshop/filed…22218951045830/

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


    CONTACT: Deh0lise


    EDIT (wtf I add some photos):


    [Blocked Image: http://cloud-4.steampowered.com/ugc/561017475222158714/0807428E1A8FE132A92EA22954EEB2E647580141/]


    [Blocked Image: http://cloud-2.steampowered.com/ugc/561017475222158862/2FD591C483E8251D2C6A372523A95F8372149639/]


    Enjoy

  • Deh0lise
    • September 4, 2014 at 12:39 AM
    • #22

    Flash update.

    Because of popular demand, I've modified middle so only one smoke is needed in order to pass to the other side without being seen. Now there is a small fence that covers part of Ts middle.

    Also I've added a green crate in bombsite B. Now you can plant safer in case planting was too slow.

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

    Also, here it is a guide about how to smoke A. You may find new ways to smoke it, meanwhile, this will be useful:
    [Blocked Image: http://i.imgur.com/KTRkkpg.jpg]


    P.S There is a random graphic error (black stain), forgot to restart csgo...

  • Minos
    • September 4, 2014 at 2:18 AM
    • #23

    Great vibe with the map, reminds me a bit of the golden age of industrial maps (the doener king, x-tender and all those german guys )

  • Hlynur
    • September 5, 2014 at 5:32 PM
    • #24

    Ran through the map and played it with some bots. Really good looking map. Didn't have any visibility issues even though it's set at night. The only thing I noticed is how much of the graffiti is positioned very high on the walls. Feels a bit unrealistic.

  • Deh0lise
    • September 5, 2014 at 6:28 PM
    • #25
    Quote from Minos

    Great vibe with the map, reminds me a bit of the golden age of industrial maps (the doener king, x-tender and all those german guys )


    Thank you Minos : )


    Quote from Hlynur

    Ran through the map and played it with some bots. Really good looking map. Didn't have any visibility issues even though it's set at night. The only thing I noticed is how much of the graffiti is positioned very high on the walls. Feels a bit unrealistic.


    In the real world there are also many graffities painted very high, though I agree that there are more on the bottom of the walls. In this case this is a concious decision in order to make readable the map. Placing too many graffities on the bottom makes it more difficult to spot enemies. For the same reason the bottom part of many walls is white, so there is a higher contrast and players can notice faster each other. I'll leave it as it is because of that but thanks for the feedback!


    I'm also glad you liked it and haven't noticed any visibility issue ^^

  • Deh0lise
    • September 7, 2014 at 6:10 PM
    • #26

    [Blocked Image: http://i.imgur.com/C6z4UxV.jpg]


    [Blocked Image: http://i.imgur.com/vwz325e.jpg]


    New stuff as you can see. Mostly graphical improvements (specular on bricks, those $alphatest shadows, some visual changes in A etc. But also few minor gameplay fixes and a new box that should help Ts.


    And I thought it was ready long ago... there is always some stuff to do I guess : )


    Changelog: http://steamcommunity.com/workshop/filed…87204119100077/

  • Drakeee
    • September 9, 2014 at 11:26 AM
    • #27

    Subscribed, looks great man

  • Deh0lise
    • September 12, 2014 at 9:32 PM
    • #28

    And another one!


    Some changes (mostly graphic):

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


    Full changelog: http://steamcommunity.com/workshop/filed…87839294248549/


    And a Spanish interview about it: http://conos.eu/rails-un-mapa-que-busca-su-sitio/ & video they made (old version) https://www.youtube.com/watch?v=6A6E06-NkW0


    Any suggestion?

  • Deh0lise
    • September 19, 2014 at 1:56 AM
    • #29

    Because of popular demand I've updated CT spawn and made some fixes...


    here it is the changelog: http://steamcommunity.com/workshop/filed…88473195435654/


    [Blocked Image: http://i.imgur.com/EgOCLj1.jpg]


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


    [Blocked Image: http://i.imgur.com/Mljt4Zr.jpg]

  • Deh0lise
    • September 24, 2014 at 4:46 PM
    • #30

    Last update (besides future bugs). This time I've made a blend modulate texture for the wood on A and made it more snowy so it is more consistent with the rest of the map. I've also removed the stars from the 2d skybox, made it less lowres and placed different planes of stars to give it more depth.


    You can find the download and changelog in the item's workshop page.


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

  • Deh0lise
    • December 5, 2014 at 1:33 PM
    • #31

    Minor update.

    GAMEPLAY
    -Made entering bombsite B easier for Ts. Wood planks and vents provide more cover for common angles. http://i.imgur.com/31OeTSr.jpg
    -Fixed a displacement that caused blocks in dark tunnels.
    -Adjusted clips
    -Fixed spawn spots to prevent stack cases when the 32 spawn points are being used.

    VISUAL
    -Made CT spawn walls thicker.
    -Changed specular color of ceiling texture in bottom B route.
    -Moved a flying bush in the Ts door corner of bombsite B

  • Budfudlucker
    • December 5, 2014 at 2:45 PM
    • #32

    Nice adjustments

  • Klems
    • December 16, 2014 at 6:34 PM
    • #33
    Quote from Deh0lise

    I've also removed the stars from the 2d skybox, made it less lowres and placed different planes of stars to give it more depth.


    But why? This has to be one of the weirdest decision I have ever seen regarding skydome. You know stars are BY FAR the furthest objects in any scene, right?

    I made a skydome with stars once, but it was to give an impression of rotation to the entire map. The parallax effect is even weirder when you noclip through the map.

    You should made the clouds as a skydome, not the stars. Right now it looks like the entire map is surrounded by fireflies.


    Maybe you should block the visibility under the tank train in B? I think the whole train won't be used because of that.

    Some planks are a bit too thick, especially in the area from T spawn to A.


    Anyway, it's a really great map, one of my favorite in the workshop. I'd love to try it in a 5v5.

  • Deh0lise
    • December 16, 2014 at 8:12 PM
    • #34
    Quote from Klems

    But why? This has to be one of the weirdest decision I have ever seen regarding skydome. You know stars are BY FAR the furthest objects in any scene, right?

    I made a skydome with stars once, but it was to give an impression of rotation to the entire map. The parallax effect is even weirder when you noclip through the map.

    You should made the clouds as a skydome, not the stars. Right now it looks like the entire map is surrounded by fireflies.


    Maybe you should block the visibility under the tank train in B? I think the whole train won't be used because of that.

    Some planks are a bit too thick, especially in the area from T spawn to A.


    Anyway, it's a really great map, one of my favorite in the workshop. I'd love to try it in a 5v5.

    Display More

    -Regarding the sky:


    That's something I may improve in the future, but I'll tell you how it went and why I'm letting as it is by now. The fist time I did the skybox with some textures that were too low res (I wanted a fast mood, was in a hurry as I set a close release date), the stars resembled more frozen snow flakes than stars, despie for most playes was ok as the mood was well set, in every single screenshot I kept seeing those blurry stars.


    After that I tried smoothing the sky and adding the stars on it, but because of the resolution stretching occured (despite being better than before) so I wasn't getting the expected result. The photos I was using to make the sky weren't of enough quality and I had (and still have) banding issues, so recreating it from 0 didn't suit me at all and I didn't find any free photo with the shapes I wanted nor had an appropiate brush (nor wanted to spend more time doing one, at that point I was satisfied with an ok but better result).


    After a while doing some different stuff (no stars by then), and as I had no modelling program at the time (thought about skydome with rotating clouds that could hide some background stars), and I wanted to achieve a starred sky I tried a different approach, brush planes. The first time was more a time constrain, this time an experiment (the plane and changing colors). Players don't usually pay much attention to details, the sky is the last thing you look at in CS (and never when runing), and screenshots would be fine. In my mind the result was going to be better by then, I thought i could just play with sizes and distances with small textures.


    I placed the stars higher after some tests, reduced their size to decrease the wtf feeling, and after noticing how horrible looked with $nofog, removed that command and played with the fog to make them less noticeable. With the fog I could eliminate the ones in the front, keeping those above. The small planes contain a different set of stars to make the tiling not noticeable, though I also wanted to change their size by placing them in different heights though it didn't work as inteded (I could increase separation dramatically for that purpose, though I wasn't into it). The colors was another test I was doing, my original idea was to set few of those planes with the dynamic texture and make them blinck periodically, just to make players notice the sky, though aAt that moment I was just sick of spending tons of hours with the experiment, and if I recall it right, there was an operation selection by then, so I tweaked it a bit to make it feel fine and shipped it as it is.


    In my experience most players don't see many details, the stars floating and changing color seem not to shock them at all, some have not even noticed that, and the mood is mantained among the versions, which was my main concern.


    I may tweak it in the future as I'm with max now (gotta fix banding tough), but by now I want to fix other stuff first (I'm on), the sort of stuff which is more noticeable by players.


    -Regarding the train:

    The bottom of the tank train in B is let that way on purpose. The common flow with one entrance (rush main) makes Ts prefer that one rather than the blocky one (which is closer to CT). I'm giving cts a little advantage there, despite Ts can use the small platform to remain behind without their feets being seen or hide behind wheels. It is a mechanic I liked as it may be interesting when dealing with defuse situations, the train is close and you can always go around (you may know that situation). As it is I think Ts have ways to control that.


    -Wood planks:

    Fair observation. I'll make them more "natural".


    Thanks for the compliment, I'm glad you liked it.

  • shm0
    • January 23, 2015 at 10:49 PM
    • #35

    Hey Deh0lise,


    I took some time to play 30 rounds on your map with expert bots - both CT and T. I'm a big fan of the art, texturing and the backdrop, very well done! The theme is nice too, feels cold, abandoned, remote. The shadow casting is pretty too I really like the layout - the up and down verticality is very well executed We don't see this enough in CS maps. The design is quick to learn, which is great. It seems like it would be a really fun map to play with the right number of people.


    I do have some feedback, which hopefully is constructive for you. I guess I should mention that I've been playing CS since the first day it came out in 1999 - I've competed in leagues and tournaments and it's my all time favourite game . I've been designing a CS:GO map of my own for the past while - I always learn so much from other people playing my map - it's hard to see difficult areas for people when you know the map like the back of your hand


    Anyways, my thoughts - again just my opinion from my short time playing the map with bots. I have the utmost respect for your work and dedication and only intend this feedback in a constructive manner


    • I think A is pretty solid and has a fantastic unique feel to it. The design feels slim and natural, there's a good number of CT spots but also a balance of T pick spots. The open design of the site makes flashbangs and smoke grenade gameplay more interesting.
    • There's definitely still some dark areas around the map - I know most people just drop their gamma to 1.6 anyways, but 2.2 (default) gives a better representation of how it should look. The dark spots that really matter the most IMO are the ones near the choke points, especially the train tunnels @ B could be brightened up as it can be hard to see CTs and gives them a bit of an advantage, when really the Terrorists should have the advantage for successfully taking the bombsite. (I guess Train's site A is a good example of this)
    • I feel like some areas, especially around B could be tightened up. The site is a nice design, but um, I guess around the left/mid (from CT perspective) choke point and the upper walkway area for CTs feel a little large - and the actual width of the site overall feels like it could be slimmed down. I was playing with bots, so it's difficult to judge, but it felt like Terrorists maybe had too many places to look coming into the site (from both the direct path and mid access point).
    • Mid is great, I love how CTs can hold and spot for Terrorists to cross. The cross to another path into B is fantastic, the idea that I gathered is that it allows Terrorists to apply more pressure onto B and give them an upper hand. I mean, correct if I'm wrong. I do however, have to say that I feel there was an issue with this execution on this. Mainly because this vantage point for CTs:[Blocked Image: http://i.imgur.com/lB3B5Kd.jpg]

    I guess my thoughts on this gameplay area is that the angle is really awkward for Terrorists to cover while pushing into B. Assuming that they've engaged CTs in mid, and crossed to this area successfully, it feels like they should have a little bit of a break from combat - a chance to reload and collect themselves. Also for successfully crossing middle, Terrorists should be rewarded, and this area actually kind of puts them at a disadvantage. I feel like CTs should be fearful that Terrorists were able to cross mid, which should cause a rotate of CTs from A to back up B?


    With that being said, I do see why this is here however, as it's off the main branch from CT spawn, and removing this would make that path only have 1 exit - however, I was looking at the design and thought perhaps a staircase placed here could replace this (please excuse my quick and horrible MS paint skillz )[Blocked Image: http://i.imgur.com/u3Wumm3.jpg]


    This is just a quick suggestion: I hope this makes sense and I hope you don't mind me giving feedback on this. Again, this is from playing with Bots so it's hard to determine how this area feels - but this feedback comes from an assumption I've made on this area and it's intended design which I realize I may have the complete wrong perspective on the design intentions. I absolutely mean no creative offense/disrespect, and would love to hear your thoughts!


    -----


    I think that's about it for the stuff I noticed - the map is very nicely polished and looks fantastic. The uniqueness of the design is great. I would love to play some time on it with real people or even test 5v5 - please let me know if you're organizing anything.


    Keep up the great work!

  • Deh0lise
    • January 24, 2015 at 11:28 PM
    • #36
    Quote from shm0


    Thanks for the time and analysis shm0!


    - In the different 5on5 matches I've played bombsite A was the preferred option, it is more interesting and fun than B. As T playing two lanes, using smokes or boost sneaking made rounds funny and diverse. It's not the common basic plain bombsite (v.g dust like). Cover positions for CT are strong but more limited in number once you know how the site works, and it is also easier to play picking, i.e "frag someone and we'll see what we do".


    - Bombsite B is a kind of a tribute to de_train and shares some ideas. While planting in bombsite A usually takes more time, in my experience, it is easier to smoke and plant in bombsite B. In case of rushing CTs stand either on the right, catwalk or lit tunnel (anyway, in case of waiting they won't usually stand farther because of rotation times), you can check all spots one at a time with the razed wall or smoking from safe zones (ramp, T alley), and the height of the trains make it easy to plant while CTs have to uncover themselves.


    This how it works: anyone walking on catwalk is exposed and practically uncovered (also the one sniping in skylight room may be killed from behind the vertical vent inside main T or outside); tunnels act as a deterrent because they're tight and long (specially for awps), and Ts natural flow goes to round train+dark tunnel so it may not be an option for rotations. As a T once you're on B spot the advantage turns around as the whole CT spots advantage (but the close one in vent) lies in the distance and good angles that get lost with closer distance and train's height, the tunnels length and not seeing those below catwalk. Retaking from catwalk doesn't work (too many angles/exposition), so CTs tend to retake from tunnels or the secondary route either from skylight room (breakable wood) or middle.


    I'd like to test it more in a 5on5 to do more changes in B, but I agree on the breakable route being a bad angle. One solution I've thought about is moving the clothes from where they are to just above the door, you'll be able to see the shadow of anyone above it and the angle would be better. I completely agree about it having to be rewarding, but I'm not sure about cutting it or making it go to middle, as now works wonders for rotations. I'll have to check if doing this change is enough and lets Ts apply more pressure to B without being assassinated unfairly.


    In respect to reducing bombsite B... I've tried blocking dark tunnel, but it didn't feel right... in case of closing that again I should probably have to adjust the other tunnel (make it wider) and maybe play with a derailed train in dark tunnel lane to reduce a bit the size of the actual bombspot.


    Now I'm working in something else in my spare time, but I'll look into and if it is possible test it in a 5on5 as it is a big mess with a lot of people and bots are useless for this matter.


    Glad you liked some stuff and thanks for the feedback!

  • jackophant
    • January 28, 2015 at 1:28 PM
    • #37

    Map looks great. I'm intrigued to see the readability when people are trying to be sneaky.


    Give me a shout if you do the 5v5, I'd love to help out

  • Deh0lise
    • February 15, 2015 at 5:31 PM
    • #38

    I've updated the map fixing respawn times and adjusting the middle issue we talked before. Now once you cross the door in middle there is a roof above, so you are covered and "safe". Also Rotation times between bombsites have been reduced by adding another route in B. Attacking B should be easier now as it IS be possible to coordinate two attacks at the same time without crossing middle, faking/switching bombsite will also be easier.


    Besides the aforesaid, I've also made few minor fixes like clipping, prop placement (flying) etc.


    DL: //goo.gl/Cy8SpV

  • catfood
    • February 19, 2015 at 1:01 AM
    • #39
    Quote from Deh0lise

    Last update (besides future bugs). This time I've made a blend modulate texture for the wood on A and made it more snowy so it is more consistent with the rest of the map. I've also removed the stars from the 2d skybox, made it less lowres and placed different planes of stars to give it more depth.


    You can find the download and changelog in the item's workshop page.


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

    nice sky

  • catfood
    • February 19, 2015 at 1:58 AM
    • #40

    I pooped:

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

    [Blocked Image: http://i.imgur.com/KjGnPV3.jpg]

    I tried to do some "concept art" over one of your screenshots. I seriously hope you don't take it the wrong way

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