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

[CS:GO] cs_shichang

  • LATTEH
  • December 30, 2014 at 9:12 PM
  • LATTEH
    • December 30, 2014 at 9:12 PM
    • #1

    shichang is mandarin for market. as you can tell by the name it is set in a urban asian city. I've had this level setting on my hard drive before i started on kandagal. Things just kept coming up and now i have time to work on this. I want this to be a fun and competitive map for csgo. My main plan was to create as much custom assets as i could for this while keeping the size of the level (memory) as low i could. I'm not that great with words, so ill just let the pictures do the talking.


    References:

    I remember seeing this image and instantly wanted to create a level in this setting. I want to capture the colors while still not making it noisy.

    [Blocked Image: http://i.imgur.com/ga4JkeO.jpg]

    [Blocked Image: http://i.imgur.com/TQs449v.jpg]

    [Blocked Image: http://i.imgur.com/KTq3MEb.jpg]

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

    Over all i think it has some pretty interesting architecture and could make for an interesting scene. The thing that might be hard to deal with is the amount of noise that is on the street. The shops, signs, trash cans and the lighting from the open shops could cause some problems if i wanted to add those details.


    With all this in mind i went ahead and tryed to make a basic sketch. I followed it but the scale was slightly off so its not an exact copy of the sketch.

    [Blocked Image: http://i.imgur.com/B39zvXg.jpg]

    [Blocked Image: http://i.imgur.com/Ll0zCtx.jpg]

    It didn't take to long to block this out. but i kind of got cared away with some of the details. i just couldn't help it, it was to much fun!

    ct spawn:

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

    out of ct spawn.

    [Blocked Image: http://i.imgur.com/7pCFXSB.jpg]

    the timings for this spot are pretty good

    [Blocked Image: http://i.imgur.com/kUL5PMP.jpg]

    the openings on the builds are the hostage areas.

    [Blocked Image: http://i.imgur.com/Zhj9sk7.jpg]

    T spawn:

    [Blocked Image: http://i.imgur.com/FuArSM5.jpg]

    Left of the t spawn connecting the side street and the upper highway:

    [Blocked Image: http://i.imgur.com/1Qj3kR5.jpg]

    To the upper high way:

    [Blocked Image: http://i.imgur.com/wUN8wjP.jpg]

    inside the building looking out to the main street/hostage area. ct side.

    [Blocked Image: http://i.imgur.com/70O6twy.jpg]

    Stairs on the left of ct spawn going down to the main street.

    [Blocked Image: http://i.imgur.com/pE4WawO.jpg]

    Sorry for the long post. I will upload a version to steam workshop soon once i'm done with cliping everything.

  • MaK
    • December 30, 2014 at 11:12 PM
    • #2

    I like the theme! The blockout looks pretty solid, I hope it plays well.

  • Deh0lise
    • December 31, 2014 at 1:19 AM
    • #3

    I like spaces and the theme, looks promising.


    Go for that noise with the shops, maybe you could sort the difficulty spotting the players by keeping them with different colours than the models or reducing the contrast a bit like Valve did in train, in any case that theme does need that for sure!

  • Mvllsk
    • December 31, 2014 at 2:38 AM
    • #4

    Really nice, I love the theme.
    The layout looks promising.

    I suggest taking a look at de_overdrive if you havent already. The setting is somewhat different, but it managed to capture that alleyway/asian street feeling quite well.

    Good luck

  • Squeebo
    • December 31, 2014 at 6:35 AM
    • #5

    Really looking forward to seeing this shape up, love the idea and references, layout's looking good. Would love to help playtest this!

  • The Horse Strangler
    • December 31, 2014 at 7:06 AM
    • #6

    Looking pretty hot! Definitely digging the blockout so far, keep it up!

  • clankill3r
    • December 31, 2014 at 12:01 PM
    • #7

    Second one reminds me of kowloon-walled-city

    http://www.flabber.nl/linkdump/plaat…lled-city-13457


    What you have so far looks pretty cool.

  • esspho
    • January 4, 2015 at 3:31 AM
    • #8

    I would also suggest looking at Fish Market from Kane and Lynch 2 :

    https://www.youtube.com/watch?v=8ODKVBWYu3g

  • will2k
    • January 4, 2015 at 12:40 PM
    • #9

    Very nice theme and execution so far


    The biggest concern in this theme, where I agree with Deholise, would be the vivid, colorful and noisy shopfronts (as can be seen in your reference photo #3): people blend in and are hardly discernable on the spot in real life (photo), let alone in CS


    One way to counter this is to have some of the stores closed or semi closed (metal rolling doors) or have stores with simple fronts (glass panels/metal frame) with minimal to no signs and have all the fancy colorful signs above player height (top of storefront or on first floor of the building)


    Of course, that doesn't mean that you shouldn't have some colorful storefronts here and there but try to keep it under control for the sake of gameplay.


    Best of luck

  • TheOnLY
    • January 4, 2015 at 2:15 PM
    • #10

    you might also take look into the mod Neotokyo as is has decent looking maps close to that theme

  • LATTEH
    • January 4, 2015 at 11:57 PM
    • #11

    Thanks you guys! i can't believe all the feedback you all are already given me and you haven't even tested it yet!

    Well i don't know what else to say, other then here's a link to the workshop.

    http://steamcommunity.com/sharedfiles/fi…s/?id=369561120

  • Single
    • January 7, 2015 at 10:18 PM
    • #12
    Quote from will2k

    One way to counter this is to have some of the stores closed or semi closed (metal rolling doors) or have stores with simple fronts (glass panels/metal frame) with minimal to no signs and have all the fancy colorful signs above player height (top of storefront or on first floor of the building)


    This is pretty much what I did with Typhoon, and I found that the world still felt relatively convincing.


    It looks terrific so far!

  • ESToomere
    • January 8, 2015 at 2:01 PM
    • #13

    Hoooly crap, you even made little brush props? Hah, cool!

  • LATTEH
    • January 15, 2015 at 7:40 PM
    • #14

    I've been trying to fix some of the problems that i saw on the game test.


    I gave cover to the Terrorists:

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

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

    I moved the truck closer the the building and added some crates to block the view of the CT's feet. Something i didn't intended to happen.

    [Blocked Image: http://i.imgur.com/1iCNlPD.jpg]

    I moved up the building the hostages are in. The area felt to large for the type of gameplay this gamemode needs. The alley exit also got moved to the hostage building. also added an easy way for T players to get to the alley without having to deal with the middle.

    [Blocked Image: http://i.imgur.com/2Djhf5Q.jpg]

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

    [Blocked Image: http://i.imgur.com/1fyPp2u.jpg]

    Thank you guys for all the support. If anyone has any suggestions i would love to hear it.

  • clankill3r
    • January 17, 2015 at 2:44 PM
    • #15

    I have one suggestion. Post in game screenshots

    For the rest, looks awesome. I love the difference in heights.


    O yeah, I really dislike the green container model (in any map).

    I think it is the texture that does it for me. Maybe others feel the same.

  • Squeebo
    • January 17, 2015 at 11:10 PM
    • #16

    Hey man, just a few things that occurred to me, tried to illustrate them clear as I could:

    [Blocked Image: http://i.imgur.com/qS7Kv6U.jpg]

    [Blocked Image: http://i.imgur.com/LQ0v2TR.jpg]

    [Blocked Image: http://i.imgur.com/mSq33gs.jpg]


    Great to see you're still working on it, looking forward to next playtest. Keep it up!

  • LATTEH
    • January 23, 2015 at 7:49 PM
    • #17
    Quote from Squeebo

    Hey man, just a few things that occurred to me, tried to illustrate them clear as I could:

    Thanks squeebo! i took some of your suggestions. I move the truck so you can walk on both sides. Removed the barriers blocking the flow. Added cover to that one building (and added some pillars on the other building mostly for architecture)

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

    [Blocked Image: http://i.imgur.com/s2M1zKf.jpg]

    [Blocked Image: http://i.imgur.com/1kIUw6y.jpg]

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

  • Black_Stormy
    • January 24, 2015 at 5:48 AM
    • #18

    Looking nice so far, and an asian city market is a great place for some awesome details. Have you played Kane and Lynch 2? There are some awesome environments in there. Also check out neotokyo which may give you some more source engine-specific ideas. Looking forward to seeing this!

  • LATTEH
    • February 19, 2015 at 9:27 PM
    • #19

    Anyone have some feedback from the playtest? (wanted to post so it is more easier to find the thread)

  • Squeebo
    • February 19, 2015 at 11:46 PM
    • #20

    Was a fun playtest man! =D


    Just a few things I noticed, posted them on imgur: http://imgur.com/a/BzAPg#0


    Cheers

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

Users Viewing This Thread

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