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CSGO - Hijack

  • spence
  • June 21, 2014 at 12:12 AM
  • spence
    • June 21, 2014 at 12:12 AM
    • #1

    Just released the airport map I've been working on for the past few months on CSGO Workshop:

    Workshop Link


    If you check it out and have any feedback about how it looks or plays or find exploits or anything weird, I'd love to know about it, so I can improve the map and release some future updates! There is still some polish to do but I wanted to release to the public before worrying too much about really fine tweaks since they don't impact on gameplay so much.

  • catfood
    • June 21, 2014 at 10:25 AM
    • #2

    Congratz, looks awsome! Love the lighting and sky. Only some spots do look a bit dark.

  • text_fish
    • June 21, 2014 at 2:24 PM
    • #3

    Visually one of the best CS:GO maps I've ever played. I'd say the only thing that looked odd to me was the scale of those police cordons around the edge of the outside sections -- they seem really thick.


    Gameplay-wise it's obviously hard to tell against bots, but it seems like the routes could do with a bit of tightening up to lead players to choke points etc. and I had a few clipping issues on the yellow scaffolds and some door frames, where the passages just felt a little too narrow. Obviously it's not designed for competitive play but if a server did turn solid players on it would get really frustrating trying to move as a team.

  • spence
    • June 21, 2014 at 4:25 PM
    • #4

    Thanks! I'm going to lighten some areas up in the next build I think, particularly the basement. I'll sort out the police tape as well..I had to replace the ropes with displacements at the last minute because the rope lighting kept going almost entirely dark on a full final compile (and only when I built the entire map...)

    Are there any areas in particular that were frustrating to maneuver through? Maybe some of the single doorframes need to be double doors to accommodate easier movement of players?

    I'm sure I missed clipping something but I tried to make sure I got all the doorframes and other fiddly bits that were annoying to move around. The front doors of the plane were the big ones I noticed to fix for the next build and I'll go through and clip all the scaffolding I missed but if there was anywhere else that stood out to you and you can post a screenshot or setpos coordinates (or have a description of where), I would be extremely thankful!

  • FMPONE
    • June 21, 2014 at 4:37 PM
    • #5

    Really awesome map!


    No idea about the gameplay, going to give it a go with bots. Visually and thematically, I think it has everything needed to be a shoo-in for the next Operation. Agree with catfood about the lighting, as well.

  • spence
    • June 21, 2014 at 4:40 PM
    • #6

    Cheers!

    Please do share any thoughts you have regarding gameplay; it wasn't designed for competitive play (and really was just designed as a map to build art skills around a quick layout) but I'm of course open to changes that will make it more accessible and fun to players.

  • will2k
    • June 22, 2014 at 5:14 PM
    • #7

    Great work.


    Left you a review on GB; hope it helps

  • spence
    • June 22, 2014 at 5:49 PM
    • #8

    Many thanks, this is fantastic feedback!

    I pushed an update to workshop this afternoon to resolve some of the clipping issues that text_fish mentioned (the scaffolding, around the plane doors, and some of the open doorways - some of the passages are still a bit narrow but at least noone should get stuck now) and also boosted the brightness in the terminal area and the basement/tunnels which should make it easier to see players in these areas.

    You're absolutely spot-on about some of these visibility optimization issues. This was a real struggle because of the wide open nature of the ramp/tarmac areas, but your review has given me some ideas of how to improve this. The key has been to balance these optimizations with vvis compile time - right now it's around a comfortable seven minutes (even with all the sloppy leaves inside of the plane) whereas some optimizations I tried before release caused the time to jump to ~45 minutes which was not only unacceptable, but caused little reduction in leaf rendering or any notable framerate gain. It's been difficult to assess performance on my own (aside from basically testing what is being rendered and what isn't) since I've been building and testing on a desktop replacement that's nearly five years old, so I'm really thankful for your input here

  • will2k
    • June 22, 2014 at 9:37 PM
    • #9
    Quote from spence

    Many thanks, this is fantastic feedback!

    I pushed an update to workshop this afternoon to resolve some of the clipping issues that text_fish mentioned (the scaffolding, around the plane doors, and some of the open doorways - some of the passages are still a bit narrow but at least noone should get stuck now) and also boosted the brightness in the terminal area and the basement/tunnels which should make it easier to see players in these areas.

    You're absolutely spot-on about some of these visibility optimization issues. This was a real struggle because of the wide open nature of the ramp/tarmac areas, but your review has given me some ideas of how to improve this. The key has been to balance these optimizations with vvis compile time - right now it's around a comfortable seven minutes (even with all the sloppy leaves inside of the plane) whereas some optimizations I tried before release caused the time to jump to ~45 minutes which was not only unacceptable, but caused little reduction in leaf rendering or any notable framerate gain. It's been difficult to assess performance on my own (aside from basically testing what is being rendered and what isn't) since I've been building and testing on a desktop replacement that's nearly five years old, so I'm really thankful for your input here


    If you need any help with optimization, hit me up


    Good luck with the updates.

  • mr.P
    • June 23, 2014 at 7:18 PM
    • #10

    omg yes! epic shiet right there!

  • Minos
    • June 24, 2014 at 2:20 AM
    • #11

    Looks excellent man, great job!

  • Jonny Phive
    • June 24, 2014 at 8:47 AM
    • #12

    Congrats!

  • iwxanthi
    • June 24, 2014 at 10:25 AM
    • #13

    Fantastic job Spence, as always

  • El_Exodus
    • June 24, 2014 at 1:08 PM
    • #14

    Kind of a minor issue, but i can't unsee it The angle of the sun(Skybox) does not fit to the shadows. It looks a bit unrealistic with the wings of the plane. But i can understand you. Such GREAT Skyboxes by Mr.Chop but always with a low sun. Anyways: Optics are really good, but i haven't tested it yet.

  • spence
    • June 24, 2014 at 5:46 PM
    • #15

    Haha, you're totally right! I can't unsee it either!

    I doubt I'll change it though, to be honest. I had a lot of issues with the CSM shadows causing really awful artifacts depending on angle, especially on the plane's fuselage, so I did loads of tests tweaking light_environment angles by 1-2 degrees each compile until the artifacts (mostly) disappeared. I don't know if I want to go down that road again

    Although looking at it in-game it's starting to annoy me now, maybe I will sort it out for the next version

  • mmortall
    • July 10, 2014 at 3:48 PM
    • #16

    Very great and nice work. Now many time does it takes?

  • Corvus
    • July 11, 2014 at 1:02 PM
    • #17

    cool

  • spence
    • September 4, 2014 at 4:24 PM
    • #18

    Updated the map on the workshop today with some small gameplay fixes (easier for players to navigate inside the airplane if a hostage gets dropped, fixed a lot of nav mesh issues, etc). Also bumped up the brightness of the environment/ambient and basement lights even more since some players thought it was still a wee bit dark.

    Quote from mmortall

    Very great and nice work. Now many time does it takes?

    You're asking how much time it took to create? About 4-5 months in the spare time I had from studies. I was pushing myself to become proficient with some new tools (dDo) and learn some new things like animating props so there was some extra time spent on these aspects whereas the layout, prototyping and design phases took significantly less time

  • N3tieb
    • September 4, 2014 at 8:29 PM
    • #19

    Love the sky used it in the past in one of my bf2 maps.

  • spence
    • March 10, 2015 at 3:29 AM
    • #20

    Had a request for some of the assets, so I figured it makes sense to post them publicly, you can find them here if this interests you too! Includes the airplane instance but not the full map as it needs some cleaning up (mostly to group out and hide the modified Valve assets which aren't included in the zip).

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