1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

NEW - de_Granada

  • Explosives
  • October 10, 2014 at 6:08 PM
  • Explosives
    • October 10, 2014 at 6:08 PM
    • #1

    EDIT: New photos below this post!  [Blocked Image: http://cloud-4.steampowered.com/ugc/5463846782…58.resizedimage] Hi Guys! I've spent 5 working-days to make this first iteration of the map. In de_Granada the counter-terrorists needs to stop the terrorists from destroying the Sunday marketplace and the local nuclear/narcotics storage. http://steamcommunity.com/sharedfiles/fi…s/?id=324768555 I'm hungering for feedback! I appreciate your time Edit: more pictures[Blocked Image: http://cloud-4.steampowered.com/ugc/5463846782…58.resizedimage][Blocked Image: http://cloud-4.steampowered.com/ugc/5463846782…58.resizedimage][Blocked Image: http://cloud-4.steampowered.com/ugc/5463846782…58.resizedimage][Blocked Image: http://cloud-4.steampowered.com/ugc/5463846782…58.resizedimage]

  • birdwizard
    • October 10, 2014 at 6:22 PM
    • #2

    I agree with the comments on the workshop, this map has not a lot of elevation which some people will find boring. Also what he said about the Dust2 doors do look odd where you placed them.


    Do you happen to have a radar or layout map?


    For one week this is looking pretty good, I'm sure with more time it will only look better!


    EDIT: wording

  • Explosives
    • October 11, 2014 at 7:53 AM
    • #3

    I've added some more photos above, including the layout picture!

  • Explosives
    • October 14, 2014 at 7:38 PM
    • #4

    Patch 1:

    Made B-bombsite a bit brighter

    Took away some of the open spaces

    Addedelevation gameplay

    Fixed BSP crack on bombplace B

    Removed alot of the windows

    Added side trimmings to houses

    Fixed the BSP-crack at bombplace A

    Fixed the lightningproblem that made the overlays completely dark

    More props between CT and mid

    Fixed the flying crates at bombspot A

    Removed playerclip to allow for boosting at crates at bombsite A

    Fixed the big where terrorists sometimes spawned inside of eachother

    Remade the look of several buildings

    Added roof beams

    Easier for T and CT to know where to go for bombspots by adding decals

    Repurposed the corridor between mid and B into a balcony to make the rotation to B slower for CT

    A bit longer run for T to get to A by placing additional props in the way

    Added better and more playerclip to balconys

    Changed the skybox

    Added a 3d-skybox

    Added several cubemaps around the map

    Made bigger buyzones for both T and CT

    Added better lighting(from normal to final build)

    Added a new elevated passage from mid to A.

  • Explosives
    • October 14, 2014 at 8:52 PM
    • #5

    [Blocked Image: http://cloud-4.steampowered.com/ugc/546384678350340745/5C3087D45D6C8E7D2B7C0C6AFB42B5099557E8CE/637x358.resizedimage]


    [Blocked Image: http://cloud-4.steampowered.com/ugc/546384678350344177/D5EDE88BF73A9E3C730B05C3E51B1B1FDDA1C7A2/637x358.resizedimage]


    [Blocked Image: http://cloud-4.steampowered.com/ugc/546384678350348773/F0F9C05952BE90F34E84ADBCE81F51B231250393/637x358.resizedimage]


    [Blocked Image: http://cloud-4.steampowered.com/ugc/546384678350352455/1B7EADB0F0720CDE29B53E835F291875527FBB13/637x358.resizedimage]

  • Ugui
    • October 14, 2014 at 9:04 PM
    • #6

    Nice job for 5 days! But I agree with birdwizard, do you added some verticality in your map or spot elevation? Maybe it's will be fun to have an access on an roof? just a suggestion!

  • Nexusdog
    • October 14, 2014 at 10:44 PM
    • #7

    Reference pics, layout ideas, inspirations? Share what you have, let's see that stuff please.

  • Explosives
    • October 16, 2014 at 9:25 AM
    • #8

    Thank you Ugui! I have added a way to go from mid to A-bombsite by going inside one of the buildings and up 2 floors, but I will try to add more elevated gameplay areas later on.

    Nexusdog, great point! I started by making a topdown layout:


    [Blocked Image: http://i.imgur.com/57hvtYe.png]


    As you can see it has changed a bit!


    This topdown with reference pictures was all I made before I started to create the level.


    I started with a quick blockout:


    [Blocked Image: http://i.imgur.com/C0KORCI.jpg]


    Followed by a more advanced blockout:

    [Blocked Image: http://i.imgur.com/st0ZK6O.jpg]


    After that I did a quick texturing of the level, just so the player could orient themselves better:


    [Blocked Image: http://i.imgur.com/4Zs3OfK.jpg]


    And then I started to add props to the buildings:


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


    One thing that I had problems with (and still have) is that I did alot of things to my BSP's that you never should do, like rotating them without snapping. Hammer forces the BSP to align when you compile and it gave my roofs very odd shapes:

    [Blocked Image: http://i.imgur.com/57KAksr.jpg]


    I chose to stick with my decision on rotated BSP roofs(they are still in there but I replaced the worst ones) and I will have to fix all my roofs in an upcomming patch.

    I continued to prop the buildings:


    [Blocked Image: http://i.imgur.com/qQK3V2X.jpg]


    [Blocked Image: http://i.imgur.com/BvN5jE0.jpg]


    [Blocked Image: http://i.imgur.com/BvN5jE0.jpg]


    Iterated by adding more props:


    [Blocked Image: http://i.imgur.com/27DonOL.jpg]


    [Blocked Image: http://i.imgur.com/27DonOL.jpg]


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


    This was the first iteration that went up on Steam:


    [Blocked Image: http://i.imgur.com/6PxkinP.jpg]


    [Blocked Image: http://i.imgur.com/J2r67WL.jpg]


    [Blocked Image: http://i.imgur.com/U2xekQT.jpg]


    And this is how it looks today after patch 1:


    [Blocked Image: http://i.imgur.com/cZ7pjxq.jpg]

  • Vinneri
    • October 16, 2014 at 11:49 AM
    • #9

    Remember to use nodraw in all non-seeable blocks. It helps with optimization.

  • Explosives
    • October 16, 2014 at 12:08 PM
    • #10

    Thank you Vinneri, that's on my todo-list. Do you have any numbers on how much that kind of optimization would help?

  • Sjonsson
    • October 16, 2014 at 12:14 PM
    • #11
    Quote from Vinneri

    Remember to use nodraw in all non-seeable blocks. It helps with optimization.

    Lol, so it actually draws block even though they don't have anything to draw? That's funny! ^^

  • birdwizard
    • October 16, 2014 at 5:40 PM
    • #12

    Do you plan on making the outdoor ground texture more detailed, what you have now is very dull?

  • Explosives
    • October 16, 2014 at 6:23 PM
    • #13

    birdwizard - I will fix this in an upcomming patch. I'm not at all pleased by how it looks at the moment. As of now the 2 next big things I need to change on the map are the roofs and the ground.

  • Explosives
    • October 16, 2014 at 6:51 PM
    • #14

    Patch 2:

    Aligned all textures

    Added ropes

    Added fog

    Added a lamp in A site

    Added flickering lights at B and A site

    Added chickens

    Added color correction

    Added wind

    Added animated trees

    Optimization pass on lightmap

    Added post postprocessing(blur)

    Added several more cubemaps

    Added new overview map without roofs

    Changed the size of bombsite A and shortened one of the ways getting to it for T.

    Fixed several spots where player could get up on roofs by adding more playerclips

    Fixed BSP crack at the second floor leading to the balcony

    Fixed overlay wall-bleedthrough on BSPs

    Minor BSP align-corrections

  • Explosives
    • October 16, 2014 at 7:00 PM
    • #15

    A couple of new dev photos:


    [Blocked Image: http://cloud-4.steampowered.com/ugc/546385214525850313/40CD2B1BE4C027964AA6AA67B67339FBDDB4F007/637x358.resizedimage]


    [Blocked Image: http://cloud-4.steampowered.com/ugc/546385214525857978/B4837912D7B1CA9E3D81E9FC95C2485C6B1E5B58/637x358.resizedimage]


    [Blocked Image: http://cloud-4.steampowered.com/ugc/546385214525852482/6E4E57078AC5C73A3634FE50222C829702CB6EBB/637x358.resizedimage]


    [Blocked Image: http://cloud-4.steampowered.com/ugc/546385214525854592/748C7773B61527DB6D02FB2FCC70D5350D8F40FF/637x358.resizedimage]


    [Blocked Image: http://cloud-4.steampowered.com/ugc/546385214525856254/7A6C893AB79ACAD663D6929356C5300CF66C25ED/637x358.resizedimage]


    [Blocked Image: http://cloud-4.steampowered.com/ugc/546385214525882495/5349D7E38379AA629CB405C219758B5F57BEB2AB/637x358.resizedimage]

  • Explosives
    • October 17, 2014 at 4:29 PM
    • #16

    I made a developers journal, check it out below:

       https://www.youtube.com/watch?v=TVThHPhi92M

  • Squad
    • October 17, 2014 at 4:42 PM
    • #17
    Quote from Explosives

    Thank you Vinneri, that's on my todo-list. Do you have any numbers on how much that kind of optimization would help?


    You should do that from the start instead of putting it on a todo-list. Nodraw is my default texture and I fully cover each brush I make with it. Then I only texture the faces that need a texture, so I can be pretty sure most faces are covered with Nodraw and it doesn't take me a shitload of time to fix it afterwards (with a chance of missing a lot).


    Quote from Explosives

    A couple of new dev photos:


    [Blocked Image: http://cloud-4.steampowered.com/ugc/546385214525857978/B4837912D7B1CA9E3D81E9FC95C2485C6B1E5B58/637x358.resizedimage]


    This overview suggests that you build the map in a giant hollow skybox cube. Is my assumption correct?


    The silos don't make any sense in a setting like this. I'm also not too fond of the freestanding arches you have here and there. They look weird and unnatural.


    Other than that, your map has improved a lot visually since the first screens, good job!

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  2. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  3. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  4. Any of the old guard still around? D:

    Thrik
    June 20, 2026 at 10:11 PM
  5. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  6. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  7. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  8. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™