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

dod_donner for cs go need help

  • musly
  • November 3, 2014 at 10:03 PM
  • musly
    • November 3, 2014 at 10:03 PM
    • #1

    hello,


    im remaking dod_donner from day of defeat source to cs go, i remade everything with the same sizes of the original map, the objective is to do the same map but dont need to be a perfect copy,


    i come here to this forum to find someone to be part of this project that im working on for a long time, i already have one person who is helping me with the optimizations, he's very good with it,

    this map was to be a secret until it was complete but now i need to find someone so i need to show it to everyone


    the person i need is to build the window models, and other less important things like skybox, but at least the models, and if this person is good with stain and damage decals awsome, is everything i need, since i almost complete the world geometry.


    i know this map was made to capture the flag but there's a capture the flag mode for cs go, anyway there are many solutions for the map be playable.


    sorry for my english.

  • jackophant
    • November 4, 2014 at 11:12 AM
    • #2

    Feels a bit like a model town. Can I suggest tweaking your lighting in the way of:

    • making it less bright
    • making the shadows a little more diffuse
    • maybe tinging the environment light to be a little more yellow
    • give the sun some angle, the shadows are very blocky


    Also, dirty it up a bit! Throw some decals in, it looks ways too clean and flat at the moment.


    I don't have much to say on the gameplay and balance, as I don't think CSGO is a fast paced enough game for CTF to work, but this can be a good opportunity to fine tune your mapping.


    Oh, and I've already started working on my own ctf_donner now, thanks for the idea

  • Vinneri
    • November 4, 2014 at 1:00 PM
    • #3

    Jackophant, you are so cruel. I started de_dönner, which is totally different map with unique name.

  • jackophant
    • November 4, 2014 at 2:00 PM
    • #4

    fine... but cs_donner and as_donner are mine!


    [Blocked Image: http://i.imgur.com/q8nj41u.jpg]

  • spence
    • November 4, 2014 at 3:30 PM
    • #5

    de_licious doner

    Seconding the map looking very...clean and flat. Making the environment light more interesting might help a little bit (rotating it and changing the color), right now it looks like it's on a 90* angle, and also a very dull, almost white colour.

    I'd also focus on how you're going to make the map playable before worrying about things like extra models and decals. Already it's obvious that the streets are too wide-open and need cover (think back to the DOD map, there are craters, sandbags, tanks driving over piles of rubble...)

  • Klems
    • November 4, 2014 at 6:42 PM
    • #6
    Quote from musly

    i know this map was made to capture the flag but there's a capture the flag mode for cs go, anyway there are many solutions for the map be playable.

    You started the map before knowing which game mode you'll be using? That's kinda weird, although not unheard of.

    The hostage mode is already a one-way CTF, most CS maps are designed as CTF maps. You should consider it before using a custom gamemode, players (and volvo) prefers gamemode they're accustomed to.


    You should use instances to rotate some of the buildings too.

  • musly
    • November 4, 2014 at 7:33 PM
    • #7

    the map is WIP, so it means everything is WIP...im not going to change the light now i have more important things to do..

  • jackophant
    • November 5, 2014 at 10:07 AM
    • #8

    Don't underestimate the importance of good lighting. You could tweak the lighting values in seconds, and in one render the map would already look better. Lighting sets a mood and right now it is comparable to an operating theatre. I would suggest finding the lighting values for de_inferno as a starting point.


    Since you got here you've been nothing but defensive and cagey. You post your map here looking for help and then don't accept it. This community is full of industry professionals, and even if they aren't the ones replying, there are people here who have been exposed to much higher level of mapping and can see how yours doesn't match up.


    We can tell the map is WIP, why else would you bloody post it here? We don't have much to go on, your design across the map is consistent (but obviously WIP) so lighting is the most obvious thing to pick on, apart from adding displacements and foliage.

  • musly
    • November 5, 2014 at 6:36 PM
    • #9

    im here because i need a new member to be part of my project, the light will be fixed at some point...

  • Nexusdog
    • November 5, 2014 at 6:42 PM
    • #10

    Wow, that's some attitude.

  • musly
    • November 5, 2014 at 6:50 PM
    • #11
    Quote from Nexusdog

    Wow, that's some attitude.

    i follow my priorities, and fix the light now isnt one, i have to do first:


    texutre all the map

    end the world geometry (start points and walls not completed)

    place decals

    replace the windows i have with the models i need

    displacements

    more details (models)

    3d skybox

    try different lights

    final optimizations

    retexture all the map

    sounds

    ...

  • Vilham
    • November 5, 2014 at 7:05 PM
    • #12

    figure out the gameplay? Not on the list?


    Because honestly you aren't likely to find someone here, you have picked a map with zero thought to how it should play, I would hope most artists here care enough that they want to work on a map that plays well and looks good.

  • musly
    • November 5, 2014 at 7:22 PM
    • #13
    Quote from Vilham

    figure out the gameplay? Not on the list?


    Because honestly you aren't likely to find someone here, you have picked a map with zero thought to how it should play, I would hope most artists here care enough that they want to work on a map that plays well and looks good.


    the map will be release as the dod_donner is, then we will see what is need to be fixed

  • musly
    • November 5, 2014 at 8:04 PM
    • #14

    the map will work with cs go.

  • FMPONE
    • November 5, 2014 at 8:16 PM
    • #15
    Quote from musly

    the map will work with cs go.


    It's great that you're confident about that, but we usually try to promote a discussion or dialogue or listen to the opinions of others on this forum, even if we don't always agree with them. Since you seem to have completely other goals than that with this thread, this thread is now locked.

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. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

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

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

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

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

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

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

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

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 3 Guests
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™