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de_stupa

  • jackophant
  • September 1, 2014 at 11:09 PM
  • jackophant
    • October 23, 2014 at 1:14 PM
    • #21

    Thanks for the info guys, I'll look into it

  • jackophant
    • November 6, 2014 at 2:00 PM
    • #22

    I've been away from my map for too long, a mixture of things, but mainly living arrangements and moving. But ever since I was happy with the game play a lot of my interest has dropped in this map


    How can I get that spark back? I was thinking... would sketching over screenshots work well?


    I really want to get this finished, but I think I might just be being too precious with it...

  • Vaya
    • November 6, 2014 at 2:35 PM
    • #23

    Sketching over screenshots might help you decide changes without committing.


    The problem I have with going from a dev-block-out to a detailed area is that lines of site almost always change which creates additional design headaches


    I set myself some loose mini goals (fix detailing at B etc) and split the map into 6-8 sections to update incrementally, this has kept me ticking over without giving up. I guess it depend how you work though. I know you are super precise with getting the layout on lock first etc.

  • tomm
    • November 6, 2014 at 3:17 PM
    • #24
    Quote from jackophant

    I've been away from my map for too long, a mixture of things, but mainly living arrangements and moving. But ever since I was happy with the game play a lot of my interest has dropped in this map


    How can I get that spark back? I was thinking... would sketching over screenshots work well?


    I really want to get this finished, but I think I might just be being too precious with it...


    I'm in the same position right now, I started my map at the end of last year and it's still in a very wip stage, more than 70% of the map are still white boxes. But I didn't really loose interest.. it's just that I got plenty of new ideas for maps, that seem more interesting than the current one I'm working on. But I canned way too many maps, so It's not gonna happen this time.


    You've got a pretty good layout going on, so I'd suggest sticking to what you already have and try some new ideas, spice it up somehow so you regain interest again.

  • Squad
    • November 6, 2014 at 4:24 PM
    • #25

    Have you decided what the theme is going to be?

    If so, start gathering references and get a sense of what you want each area to turn into visually speaking.

    If not, choose a theme

  • jackophant
    • November 6, 2014 at 4:44 PM
    • #26

    I have a theme already and a fair amount of references to use. Including a whole map I can cheekily recycle "inspiration" from if needed. But most of my hesitation is probably down to not really knowing how to progress and rather than getting stuck in I don't even try


    I used to map at work in breaks and lunch time, but now I don't even think about it... I'm a lost cause!


    I'll try and post a few development pics here, might get the ball rolling if I can start getting feedback.

  • Nexusdog
    • November 6, 2014 at 7:17 PM
    • #27
    Quote from jackophant

    I've been away from my map for too long, a mixture of things, but mainly living arrangements and moving. But ever since I was happy with the game play a lot of my interest has dropped in this map


    How can I get that spark back? I was thinking... would sketching over screenshots work well?


    I really want to get this finished, but I think I might just be being too precious with it...


    Hey Jack, just want to add some support for your project. Hope you re-ignite that spark, this is a great theme & really interested in seeing this develop.

  • Nexusdog
    • November 7, 2014 at 6:07 PM
    • #28

    Are you familiar with the Tiger's Nest Monastery? Perhaps this may help - do you have any ref pics yourself? http://en.wikipedia.org/wiki/Paro_Taktsang


    [Blocked Image: http://upload.wikimedia.org/wikipedia/commons/1/14/Taktshang_edit.jpg]

  • TheGuma
    • November 12, 2014 at 12:06 AM
    • #29

    You can also take some reference from Far Cry 4. (Sounds silly, but I'd love to see a CS:GO counter-part from an design stand-point.)

  • jackophant
    • November 13, 2014 at 1:01 PM
    • #30

    That's one of the reasons I'm excited for FC4! I think it's a great theme that needs more investigation!

  • jackophant
    • December 7, 2014 at 10:43 PM
    • #31

    Does anyone know of any "techniques" for brushwork?


    I've not had a problem carving holes for props in the past, but I'm currently stuck as the Tibetan theme has slight angles on all the buildings which just made me ragequit hammer. I've worked out I need to work with some sort of func_detail facade around the basic brush, but it gets so fiddly and feels so... inadequate. Is there really no easier way?


    In all honesty, I've rarely got a map this far into development, so it's probably more likely massive gaping holes showing in my detail work experience than anything else!

  • El_Exodus
    • December 7, 2014 at 10:55 PM
    • #32

    What kind of angles? Do you have an example of that?

  • jackophant
    • December 7, 2014 at 11:37 PM
    • #33

    This sort of thing:

    [Blocked Image: http://i.imgur.com/9WImMSr.jpg]


    And, evidence of it used in valve's map ar_monastery:

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

  • Squad
    • December 8, 2014 at 12:00 AM
    • #34

    If you haven't done so already, I suggest you get a close look at how monastery is build. It's the easiest way to get these angles on buildings.

  • El_Exodus
    • December 8, 2014 at 12:31 AM
    • #35

    I'd go for the Vertex Tool with these angles. Shouldn't be too hard to manage as i see this. Just select the vertices you want to move in the 3D viewport and drag them to the place you want in the 2D viewports.

  • kaenze
    • December 8, 2014 at 1:46 AM
    • #36

    this is how i do:1)use vertex tool to manipulate verticeshttp://imgur.com/r1wGeWOhttp://imgur.com/Harw3Ym2)use clipping tool to slice brushes, you can change clipp modes by clicking on the Clipping Tool icon, I use when both parts stays white, after sliceing i delete parts that i dont needhttp://imgur.com/pfuwCLYhttp://imgur.com/akhLi4C

  • MaanMan
    • December 8, 2014 at 5:25 AM
    • #37

    You only need to use the world brush and vector tool to build shapes like these.

    1. Build the whole building with 4 brushes

    http://imgur.com/FHIEPxp

    2. Make the corners into 45 degree angles

    http://imgur.com/sRUHBcu

    3. Select the whole building

    4. In your y/z graph select the top corners (using the vector tool) and move them towards the center of the building

    http://imgur.com/a/VR0zn

    5. Do step 4 for the x/z graph

    Hope that helps!


    Edit; I had a run around your map. There are a few places where it is very maze like. A general rule of thumb is don't have two hallways connect to each other, have them connect into a room. I drew two suggestions on how you could improve the layout. http://imgur.com/n9Mvtdu

  • jackophant
    • December 8, 2014 at 10:02 AM
    • #38

    Thanks for the replies people! I know how to use the vertex tool and carve, but my problem is adjustments.


    When I have my slanted wall with the hole cut out for the window/door prop, if I want to make a height adjustment to the prop you can't just drag the bottom of the brush up to shrink it as the incline changes and obviously stick out from the wall around it. I would have to recreate that brush just to carve it again.


    I guess I just need to work out a system of placing all my props, make sure I'm happy and then carve it all up...


    Quote from Squad

    If you haven't done so already, I suggest you get a close look at how monastery is build. It's the easiest way to get these angles on buildings.


    I have been over monastery with a fine tooth comb, seeing the final result is one thing, but getting there is my problem.


    Quote from MaanMan

    Edit; I had a run around your map. There are a few places where it is very maze like. A general rule of thumb is don't have two hallways connect to each other, have them connect into a room. I drew two suggestions on how you could improve the layout. http://imgur.com/n9Mvtdu


    Thanks for the suggestions, but they would create some huge sight lines:

    [Blocked Image: http://i.imgur.com/42pSjXj.jpg]


    Thanks for all the help everyone

  • Mvllsk
    • December 8, 2014 at 3:48 PM
    • #39

    You know I like the map a lot but there is one place that really throws me off. The entry towards short A (?) is extremely OP for CTs. They have high ground advantage over a small, closed in choke point and good cover. Here's what I mean:


    [Blocked Image: https://i.imgur.com/DEdHNcb.jpg]


    [Blocked Image: https://i.imgur.com/wiKmXHe.jpg]


    [Blocked Image: https://i.imgur.com/WM848sv.jpg]


    [Blocked Image: https://i.imgur.com/skth9uW.jpg]

  • jackophant
    • December 8, 2014 at 5:12 PM
    • #40
    Quote from Mvllsk

    You know I like the map a lot but there is one place that really throws me off. The entry towards short A (?) is extremely OP for CTs. They have high ground advantage over a small, closed in choke point and good cover. Here's what I mean:


    Thanks, I'll sort those angles out


    I'll also move the trees where they don't obscure any sight lines

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