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de_bruises pimpage and accountability thread

  • Dejavo
  • May 11, 2014 at 5:16 PM
  • Dejavo
    • May 11, 2014 at 5:16 PM
    • #1

    Hiyall. I'm arting this map designed by fellow student Walll, tested and approved by the core on 2 playtests. I've been screwing around for to long with this project, rationilizing things instead of being clear headed about how it looks. Just posting screenshots knowing that others will see it in itself makes it easier for me to see what I'm doing with clear eyes and to push myself to get shit done. I'm also hoping to get some feedback from you guys and please hit me as hard as you can if something comes to mind. It's probably not gonna turn out mindblowing but I want to push it as far as I can so that it hopefully adds value to my portfolio and does justice to the design.


    Current state:

    Mid:

    [Blocked Image: http://i.imgur.com/CCD3Edj.jpg]


    Sec mid:

    [Blocked Image: http://i.imgur.com/D2RupQ9.jpg]


    Alley to A-site:

    [Blocked Image: http://i.imgur.com/3FL9Wd8.jpg]

  • Sentura
    • May 11, 2014 at 5:44 PM
    • #2

    Looks very clean for something that seems to want to be dirty. The first shot looks like the groundskeeper is fishing for a promotion.

  • Dejavo
    • May 14, 2014 at 5:54 PM
    • #3

    Thanks for the crits Sentura. I tried to adress that. Made some new props and added a lot of decals.

    [Blocked Image: http://i.imgur.com/xA34kEd.jpg]

  • Vilham
    • May 14, 2014 at 5:55 PM
    • #4

    Looking good man.

  • gotcha
    • May 14, 2014 at 7:21 PM
    • #5

    Looks really good and interesting, please post some more screenshots!

    The only thing not fitting in the last pic is the texture oft the shutters, it looks way too clean, maybe you could add some rust or scratches.

  • Taylor Swift
    • May 14, 2014 at 11:22 PM
    • #6

    nice map please keep it clean

  • Sentura
    • May 14, 2014 at 11:29 PM
    • #7

    It's an improvement. It's still very clean. IMO now that you have the props you should try littering a lot more, to not make the props seem conspicuous. If the props aren't enough, try with dust particles etc. You could also try adding more dark textures to the corners and recesses of the level for more depth. The level needs to come to life. Of course I'm commenting on this as if this is final. I don't know what state it is in right now, so deal with the crits as they are.

  • Taylor Swift
    • May 14, 2014 at 11:39 PM
    • #8

    what i would suggest is to add maybe water to your map. rain or whatever. or foliage will make it better.

  • Dejavo
    • May 15, 2014 at 1:38 PM
    • #9

    Thanks for the pointers guys. Yeah "the coming to life part" is a bit tricky for me right now. I'm trying to look at refs to find stuff that would add make the scene feel more complete without messing with the readability to much since its a cs-map after all.

  • Sentura
    • May 15, 2014 at 3:42 PM
    • #10
    Quote from Dejavo

    Thanks for the pointers guys. Yeah "the coming to life part" is a bit tricky for me right now. I'm trying to look at refs to find stuff that would add make the scene feel more complete without messing with the readability to much since its a cs-map after all.


    As I understand it, you're just the 3D artist. I'm sure the designer (or playtests) will tell you whether it's readable or not. So from my perspective, if I was the set dresser/3D artist, I'd just start adding stuff and overdoing it to get it just right. You can always worry about readability once that is done, because it's much easier to remove stuff than it is to add it.

  • Dejavo
    • May 15, 2014 at 6:31 PM
    • #11

    Alright, I'll try that.

  • Dejavo
    • May 18, 2014 at 4:42 PM
    • #12

    Some new "soft" organic props and new lighting among other smaller things.

    [Blocked Image: http://i.imgur.com/fPL57sH.jpg]

  • spence
    • May 18, 2014 at 5:52 PM
    • #13

    The lighting and the tree make a world of difference, looking very nice!

  • Dejavo
    • June 1, 2014 at 11:24 PM
    • #14

    Scrambling to get this ready for a last playtest asap.

    [Blocked Image: http://i.imgur.com/LxCgW7W.jpg]


    T-spawn

    [Blocked Image: http://i.imgur.com/g78ibcl.jpg]


    B-site:


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


    [Blocked Image: http://i.imgur.com/zJ0W0Aj.jpg]


    Open to well thought out and not well thought out feedback.

  • FMPONE
    • June 2, 2014 at 3:36 AM
    • #15

    It looks nice already, and the potential is obvious. I think the lighting is your biggest issue. It's very flat and boring. With some moody BF3/4 style lighting, you'll get much better results.

  • Setin
    • June 2, 2014 at 4:00 AM
    • #16

    That last shot could use some changes in height. That building looks very uniform and unappealing. If you added something to break the even height on the roof it would help a lot.

  • Sentura
    • June 2, 2014 at 9:14 AM
    • #17

    The outside lighting in the first shot is really good, but it seems the other shots don't follow suit on that. As for props, the street in the first shot looks proper now, now you just have to make the building to the right (with the columns and stairs) match that.


    IMO working on indoor lighting and the general prop/moodification of the level is what is necessary, but it's a good start.

  • Dejavo
    • June 2, 2014 at 11:07 AM
    • #18

    Aight good feedback guys, thanks.

  • Dejavo
    • June 2, 2014 at 4:37 PM
    • #19

    Tried to mood it up a bit.

    [Blocked Image: http://i.imgur.com/R6CpAix.jpg]


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


    Cubemaps are a bit tricky in interiors and very particular with the angles.

  • dux
    • June 2, 2014 at 4:49 PM
    • #20

    I didn't read the thread, just looked at the pictures and this sooooo reminds me of the Grand Bazaar map for bf3. Nice work.

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