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  3. Level Design

[Insurgency] Kandagal

  • LATTEH
  • August 26, 2014 at 8:42 PM
  • LATTEH
    • August 26, 2014 at 8:42 PM
    • #1

    Hi my name is Brian Birnbaum, you may know me as LATTEH. I've been doing level design/Enviroment art for a while. As im writing this i just started planning and blocking out my level and i wanted to share all my Reference's and drawings with you guys.


    GameModes:Push(the main one i designed it for) and Skirmish
    Download:http://steamcommunity.com/sharedfiles/fi…tscn=1409081568
    I wanted something unique that the game doesn't have, I thought of several ideas. but while i was browsing i found an image that inspired me to make.


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

    After I saw this I immediately wanted to design a level set in a location like this so i start designing using this and multiple images as reference.


    [Blocked Image: http://i.imgur.com/UWkq6tyl.jpg]


    [Blocked Image: http://i.imgur.com/8TZkJV7l.jpg]

    I have a location a setting and a theme only thing left is to design something. There are multiple ways todo it, you can sketch it on paper, use photoshop, Building it in googles sketch up or just skip all that and go right into the editor. I choose to use a pen and paper. Using pen and paper is easier for me because you don't need to be in front of the computer 100% of the time to make the sketch. For this my main goal was to make something i didn't do before.

    I started by writing down what i wanted out of the level. then i drew a small sketch of the land scape and capture zones. Then finally i drew the path ways while looking at my reference images (for architecture and other things).

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

    Whoo i sketched it all out! My drawing skills aren't that great the main thing is that everything isn't to scale. This is a big issue! It makes it harder to block out and keep all the distance's correct for gameplay. I will usually just fix all this in the editor so it feels more balanced. We don't want one team to be able to control everything or get to the play space before the other team.

    Now lets open the editor and start blocking out. In this phase i will try to keep the scale correct, but sometimes i let it slide to fit all my pathways and then rescale everything correctly. Here you can see all the pathways i put down over time:
    [Blocked Image: http://i.imgur.com/D6TClR2l.jpg]


    [Blocked Image: http://i.imgur.com/JIzC32al.jpg]
    [Blocked Image: http://i.imgur.com/7oadiVRl.jpg]
    [Blocked Image: http://i.imgur.com/HxikoGXl.jpg]


    Whoo now this doesn't look like a lot, but at this stage is where a lot of people quit. Mostly because they aren't seeing any real results yet.


    I posted this on another forum i forgot to post it here but i wanted to put in the update:

    [Blocked Image: http://i.imgur.com/bNE7tgcl.jpg]


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


    [Blocked Image: http://i.imgur.com/qj2QCdIl.jpg]


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


    [Blocked Image: http://i.imgur.com/iQB8JfAl.jpg]


    [Blocked Image: http://i.imgur.com/kZUzj28l.jpg]


    [Blocked Image: http://i.imgur.com/0SLN2Nul.jpg]


    [Blocked Image: http://i.imgur.com/0x9HIfFl.jpg]

  • Spherix
    • August 26, 2014 at 9:24 PM
    • #2

    That's coming together nicely! What's with the green water though?

  • LATTEH
    • August 26, 2014 at 9:27 PM
    • #3
    Quote from Spherix

    That's coming together nicely! What's with the green water though?

    i was trying out different water textures. Its a glitch with the one i used

  • Minos
    • August 26, 2014 at 9:30 PM
    • #4

    Looking cool already!


    I'd brighten up the terrain textures a bit, right now they don't look too "deserty"

  • 2d-chris
    • August 27, 2014 at 1:10 AM
    • #5

    yep, neat stuff

  • FMPONE
    • August 27, 2014 at 2:22 AM
    • #6

    Noice........

  • Taylor Swift
    • August 27, 2014 at 3:52 AM
    • #7

    cool

  • Beck
    • August 27, 2014 at 8:34 AM
    • #8

    Very cool, coming together nicely!


    Love that first photograph too.

  • FrieChamp
    • August 27, 2014 at 8:41 AM
    • #9

    Looking good! Thumbs up for the ref pics and sketches!

  • Sjonsson
    • August 28, 2014 at 12:45 PM
    • #10

    I really like how the buildings are placed in an arc around the hills, takes me back to a level in some of the Delta Force games, dunno which but I loved those games so it's a good thing! ;D

  • ShockaPop
    • August 28, 2014 at 5:29 PM
    • #11

    Looks great so far, keep it up!

  • LATTEH
    • September 8, 2014 at 2:11 AM
    • #12

    I really only did some detailing, change log:

    -Some changes to the layout (covered some areas with the sand bags/bucket things)

    -added Firefight and skirmish, skirmish is buggy though

    -Moved Ins forward spawn more into the middle

    I want to test this map but i can't get my server to show up in the master list. (home hosted) Its something todo with comcast's crapy modem it won't forward ports. Does anyone have a server or could host my map for some testing?

    Some new screens, Still need todo something with all the brown :

    [Blocked Image: http://i.imgur.com/8J4Vpeel.jpg]

    [Blocked Image: http://i.imgur.com/0MN58ukl.jpg]

    [Blocked Image: http://i.imgur.com/QFqLV49l.jpg]

    [Blocked Image: http://i.imgur.com/DTWQZ9ll.jpg]

    [Blocked Image: http://i.imgur.com/HSFU9sTl.jpg]


    Edit:

    Bonus shots.

    [Blocked Image: http://i.imgur.com/efE9960.jpg]

    [Blocked Image: http://i.imgur.com/FRG12Bo.jpg]

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

  • LATTEH
    • September 9, 2014 at 6:09 PM
    • #13

    Shhhhh....


    [Blocked Image: http://i.imgur.com/kI86G2d.jpg]

    im glad this game came pre-hurg'd.

  • LATTEH
    • September 18, 2014 at 9:57 PM
    • #14

    Updated to A3. I still need to finish most of the buildings. then i can start getting into more of the optimization and skybox and stuff.

    http://steamcommunity.com/sharedfiles/fi…s/?id=306044712

    [Blocked Image: http://i.imgur.com/d0hEx8J.jpg]

    [Blocked Image: http://i.imgur.com/Q4rgYMx.jpg]

    [Blocked Image: http://i.imgur.com/rb29ZTl.jpg]

    [Blocked Image: http://i.imgur.com/lGw4ao5.jpg]

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

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

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

    [Blocked Image: http://i.imgur.com/Ih2n8Z6.jpg]

  • ElectroSheep
    • September 18, 2014 at 11:32 PM
    • #15

    That's cool man, love the feeling around the pond. Don't know what kind of optimisation you have made but if this can help you, for ins_heights, as the map was very openned, like yours, I didn't lost time on portaling and just covered all the map with a giant viscluster, then worked on props visibility, some area_portal_windows for indoors and far z clip. I don't know if the team kept this for the release of the game (I left before) but it worked well. O fcourse this don't allow a fully detailled map but map in Ins are so big anyway. That's worst a try

  • LATTEH
    • September 19, 2014 at 1:17 AM
    • #16
    Quote from 3Dnj

    That's cool man, love the feeling around the pond. Don't know what kind of optimisation you have made but if this can help you, for ins_heights, as the map was very openned, like yours, I didn't lost time on portaling and just covered all the map with a giant viscluster, then worked on props visibility, some area_portal_windows for indoors and far z clip. I don't know if the team kept this for the release of the game (I left before) but it worked well. O fcourse this don't allow a fully detailled map but map in Ins are so big anyway. That's worst a try

    Ya i had to use viscluster's to get vvis to compile under an hour. (only for big areas like the river/farm areas) also i didn't know you worked on some of those maps! Thanks for the tips!

  • Gooby
    • September 19, 2014 at 4:20 PM
    • #17

    Dude, do you do level design as a job? This is looking beautiful...I didn't know source could look this good.

  • LATTEH
    • September 19, 2014 at 7:59 PM
    • #18
    Quote from Gooby

    Dude, do you do level design as a job? This is looking beautiful...I didn't know source could look this good.

    Well thank you that means a lot to me, but i don't have a job in the industry yet. so here's to hoping!

  • General Vivi
    • September 20, 2014 at 12:05 AM
    • #19

    LATTEH TEH MAN


    Dude, I can't believe I'm just now seeing this map for the first time! This is looking amazing! I love seeing the starting shots all the way until now. It's just really fantastic!


    Looks like we might need you to write mapcore an article son! I'll get the ball rolling on that *taps Sprony*


    Also, just read the job comment. I don't think you'll have a hard time landing one after this! From the looks of things, you tested out the gameplay quite a bit before diving into the details (I could be wrong) but it's starting to really shape up!


    Congrats!

  • LATTEH
    • September 20, 2014 at 4:18 PM
    • #20
    Quote from generalvivi

    LATTEH TEH MAN


    Dude, I can't believe I'm just now seeing this map for the first time! This is looking amazing! I love seeing the starting shots all the way until now. It's just really fantastic!


    Looks like we might need you to write mapcore an article son! I'll get the ball rolling on that *taps Sprony*


    Also, just read the job comment. I don't think you'll have a hard time landing one after this! From the looks of things, you tested out the gameplay quite a bit before diving into the details (I could be wrong) but it's starting to really shape up!


    Congrats!

    Display More

    Thanks Vivi! I'm glad you like it! I actually havn't been able to test the gameplay. But i kind of knew i wouldn't be able to when i started (I don't have money to rent a server, my modem won't forward the ports to home host it, and everyone i know doesn't have a server to run the map) So i tryed my best at making sure both teams meet at the correct places for each of the objectives. I also made it more easier for the Attacking team (insurgence's) to get into the objectives. (since on push the defending team has more spawn waves)

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