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[CS:GO] de_highlands (WIP)

  • ElectroSheep
  • September 7, 2014 at 10:33 PM
  • RA7
    • November 13, 2017 at 11:22 PM
    • #121
    Quote from El Moroes

    14 hours ago, El Moroes said: RZL and Skybex didn't want to see it die :) Thanks to them, really ;)

    OK pimpin' it asap

  • blackdog
    • November 17, 2017 at 11:04 AM
    • #122
    Quote from El Moroes

    On 13/11/2017 at 9:13 AM, El Moroes said: RZL and Skybex didn't want to see it die :) Thanks to them, really ;)

    That’s such good news! Pity such an understated revamp of the project.

    It’s funny I’ve been keeping this topic pinned in my tabs for a while now for some reference and didn’t notice the update.

  • ElectroSheep
    • October 8, 2018 at 10:29 PM
    • #123

    Hello guys :)


    Well I wanted to wait a bit longer to have more to show but as it's progressing very slowly, here are some shots from almost finished areas. I spent last month to update the art with better texture work and detail, and also optimisation (if combine props works...) hope you will like it.

    Before :

    [Blocked Image: https://i.imgur.com/80nZRkg.jpg]

    Now :

    [Blocked Image: https://i.imgur.com/jJsKdT4.jpg]

    Before :

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

    Now :

    [Blocked Image: https://i.imgur.com/c1nppmt.jpg]

    Before :

    [Blocked Image: http://www.bidoulmarc.com/moroes_maps/wip/highland/2015-07-20_00005.jpg]

    Now : (woops a nodraw wall)

    [Blocked Image: https://i.imgur.com/n4ntQqU.jpg]

    And some other stuff :)

    [Blocked Image: https://i.imgur.com/tat3GCB.jpg]

    [Blocked Image: https://i.imgur.com/NfRI7Sr.jpg]

    I will be able to show more soon !

  • That50'sGuy
    • October 8, 2018 at 10:34 PM
    • #124

    I must say, you do a GREAT job at making roads!

    The flags are also a neat touch :D

  • blackdog
    • October 9, 2018 at 12:21 AM
    • #125

    I liked it before, I love it even more.

    After seeing @FMPONE's test some time ago on his stream I am more concerned about layout and general gameplay... have you altered it at all? Was there a misunderstanding on the way it's supposed to be played, or a broken build?

    Have you considered chopping one side of the map to release a Wingman for the time being, and finish the bigger map afterwards?

    Lastly... think you will release the assets in the open for fans to use?

  • ElectroSheep
    • October 9, 2018 at 8:53 AM
    • #126

    I don't really know about what you are talking about a broken build. It's true there is a WIP version of the map on the workshop released by RZL but i didn't tested it with people. Layout stay almost the same from what we tested on mapcore playtest a few years ago, except for a few things we discussed together with RZL. We made a list of things to change and improve and my main goal now it to make it looks really good and easy to read and understand.

    For the wingman, I don't think so.

    For the content, I'm not the only one who made stuff so I need to discuss with the other guys but for now i'm just thinking about finish it. It's really pissing me off to not have finished it before.

  • Vaya
    • October 9, 2018 at 12:33 PM
    • #127

    looks amazing apart from this red brick blend. it makes it look like the most important house of all time :P


  • baem123
    • October 9, 2018 at 1:05 PM
    • #128

    i agree, this red brick looks weird

  • Vilham
    • October 9, 2018 at 3:06 PM
    • #129

    I remember this level, glad to see it's nearly done :D

  • RA7
    • October 9, 2018 at 4:34 PM
    • #130

    S W E E T !

  • blackdog
    • October 9, 2018 at 6:21 PM
    • #131
    Quote from ElectroSheep

    9 hours ago, ElectroSheep said: I don't really know about what you are talking about a broken build. It's true there is a WIP version of the map on the workshop released by RZL but i didn't tested it with people. Layout stay almost the same from what we tested on mapcore playtest a few years ago, except for a few things we discussed together with RZL. We made a list of things to change and improve and my main goal now it to make it looks really good and easy to read and understand.

    I'm talking about the navigation problems Shawn was having in his stream, like actually find the bombsites. Can't remember if in the end he found both spots or was only one. Haven't run the map myself.

  • ElectroSheep
    • October 9, 2018 at 6:34 PM
    • #132

    Didn't look at the stream, that's why I didn't understand.

  • 'RZL
    • October 9, 2018 at 8:10 PM
    • #133
    Quote from blackdog

    1 hour ago, blackdog said: I'm talking about the navigation problems Shawn was having in his stream, like actually find the bombsites. Can't remember if in the end he found both spots or was only one. Haven't run the map myself.

    Yeah, there was no working radar and signage pointing to the bombsites, which wasn't very great for Shawn to navigate in (Sorry!). The unique layout only amplified the confusion i feel.

    About the layout itself: it did not change much since the stream. I think it is good in it's own way as the players have to play it a bit differently compared to more traditional map layouts. Differently because the primary engagements are more focused outside the bombsites rather than inside.

    Will everyone love this map? Probably not, but I feel it is still a great map that brings something new to the table and I'm sure there will be people who enjoy it as much as I do.

    That being said, I gotta agree that the red brick is drawing a bit too much attention to itself

  • Minos
    • October 9, 2018 at 9:28 PM
    • #134

    Damn that looks excellent, great job with the set dressing and lighting! Map looks really cozy and the scale is spot on :)

  • Vorontsov
    • October 10, 2018 at 6:52 PM
    • #135

    Probably the best looking map I've ever seen and it's not even out. Keep going man it looks fantastic!

  • -HP-
    • October 12, 2018 at 12:59 AM
    • #136

    Looks phenomenal!

  • ElectroSheep
    • October 12, 2018 at 8:25 AM
    • #137

    Thanks guys :D


    Unfortunatly, I'm too busy the next 2 weeks to work on it :(

  • Roald
    • October 12, 2018 at 12:39 PM
    • #138
    Quote from Ringel

    40 minutes ago, Ringel said:

    I believe this red gives the map more live. I really like it! :D

    It also helps the player to recognise the location much easier. I would like to see just a few more colours for that reason.

    Guess it does, but in my opinion it stands out too much. I love the consistent neutral colors that's being used with some small tints of colors.

    Rather have the woodwork in red with maybe some spoiled paint on the wall arround it and some painting on the wall with the shop it's name or whatever as a landmark.

    Excuse me for my GIMP skills ?


    PS: it kinda looks odd to me the waterdrain is going infront of those windows... Rather lower the roof abit so the windows stick out of the roof

  • Serialmapper
    • October 15, 2018 at 9:38 AM
    • #139

    I have tested the current workshop version of the map with bots (which is of course unrealistic so i won't touch the gameplay balance subject). It is amazing how source engine can look when handled by professionals. My personal impressions: As layout wise, It is quite unorthodox, which can be a good thing or a bad one depending of how a player's brain is hardwired. I find it sniper friendly, the T's have a harder time reaching the bomb sites compared with more traditional layouts. I like that it reproduces very well that nordic latitude environment lighting, but from my point of view this can be a little bit depressing since the gray tones are predominant. I would like more colour (i like that red facade from the screenshot), maybe a sunset lighting.

    ps

    I love those ivy props, may i use them?

  • ElectroSheep
    • October 15, 2018 at 2:05 PM
    • #140

    Yes you can but I may update them before the final release of the map :)


    About the layout, if you take a deep look you can figure out from what old official map this one is inspired by ^^

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