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[CS:GO]de_barista

  • EddieLTU
  • January 11, 2015 at 8:50 PM
  • Parkcityfan
    • January 21, 2015 at 10:48 AM
    • #21

    Everything looks nice, especially the Courtyard . One thing to keep in mind is that if any path at all is unnecessary, cut it out. You have four pathways into A right now, which is not only unnecessary but also basically impossible for CTs to defend. The new artwork looks good by itself, but it seems out of place there, looking modern, while the rest of the wall is run down.


    I really like the seemingly never ending development though, keep up the work rate

  • EddieLTU
    • January 21, 2015 at 5:40 PM
    • #22
    Quote from Parkcityfan

    Everything looks nice, especially the Courtyard . One thing to keep in mind is that if any path at all is unnecessary, cut it out. You have four pathways into A right now, which is not only unnecessary but also basically impossible for CTs to defend. The new artwork looks good by itself, but it seems out of place there, looking modern, while the rest of the wall is run down.


    I really like the seemingly never ending development though, keep up the work rate

    the artwork isn't that out of place, its like bunch of amateur arts students want to put some cultural diversity in the old town


    also new pictures

    -did more stuff in the courtyard

    -doing some small touches on the central building facade

    -another texture/architectual test


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361441666119237/E7D54DF5AFAB93456FEC9FBBC38F2982ED23BF95/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361441666118901/CE3E6D1CF08FAB7433210D17ACF9843E96A6D10F/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361441666118541/79DE62B7601374C2BB2CF331286E1287CF2F7BAC/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361441666117992/0189B7CB13B32682D6224BD4414E64237B078E9F/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361441666117524/5910D6D15382A2D92C89A7D26979B9F70A1519C7/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361441666117125/12E993B2174D6F16739D2EC0A7582F493B85E7D4/]

  • EddieLTU
    • January 22, 2015 at 5:36 PM
    • #23

    did another compile, this time with -final and other vrad commands

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361441669494304/E158CDFA0D27D78BB8A250E81CBBFB7133C80973/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361441669493921/7C8BE70184EA3AD52E57D3D99B14C9C54EA0454B/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361441669493478/509B5AD4044FA59D3EDA2B0279F80BDE2BB70D7F/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361441669492832/65C395B82A3191E66D92EE5FB6901887FE28BFA0/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361441669492328/5DD40A155BD57F87D420184F35C5E810AAAF3DB9/]

    [Blocked Image: http://i.imgur.com/H1L2Wfq.jpg]

  • jackophant
    • January 22, 2015 at 7:02 PM
    • #24

    Your detailing looks really good! Just a couple of nit picky things though:


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361441666117992/0189B7CB13B32682D6224BD4414E64237B078E9F/]


    That plaster wall is an internal structure, they don't brick it over, it's for separations internally which aren't load bearing.


    I think the courtyard looks lovely without the big frame at the top. Instead you could make the roof more visible, or add some more washing lines between windows. It would look more natural that way.


    Having said this I still don't think you've quite got the hang of how to balance gameplay and timings. You've got far too many routes between the same road and sites. You want 2-3 entrances per site and you don't need so many alternate pathways. It'll be impossible to hold for CTs.

  • EddieLTU
    • January 22, 2015 at 8:11 PM
    • #25
    Quote from jackophant

    Your detailing looks really good! Just a couple of nit picky things though:


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361441666117992/0189B7CB13B32682D6224BD4414E64237B078E9F/]


    That plaster wall is an internal structure, they don't brick it over, it's for separations internally which aren't load bearing.


    I think the courtyard looks lovely without the big frame at the top. Instead you could make the roof more visible, or add some more washing lines between windows. It would look more natural that way.


    Having said this I still don't think you've quite got the hang of how to balance gameplay and timings. You've got far too many routes between the same road and sites. You want 2-3 entrances per site and you don't need so many alternate pathways. It'll be impossible to hold for CTs.

    Display More

    the sheetrock was removed after i got feedback from elsewhere

  • Parkcityfan
    • January 23, 2015 at 6:44 AM
    • #26

    Yep, I think 2 routes in at A would be the best, mayyyybe 3.

  • EddieLTU
    • January 24, 2015 at 9:54 AM
    • #27

    ok started to work on the details

    -tunnel from the middle to B yard is blocked

    -central building now has a roof

    -central hotel is getting its shape


    layout in a transparent base(everything's walk-able) [Blocked Image: http://i.imgur.com/cPWRmqm.jpg]


    pics

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361713878350296/E0BE3A300121317AF06168B1EC28DBC430833851/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361713878352320/82AFB2D3E66FC78692F01D4DCF0D26C386718674/]

    [Blocked Image: http://cloud-2.steamusercontent.com/ugc/36361713878351920/6D3948EBBE482F33F130DD9BDC004B356E85E4A2/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361713878351541/3CCB3759322DC8E343DA8A1CB7865C9D0B5712FC/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361713878351131/7CD1B9F5E378E19D0A000ACF47B3EA60069E63A4/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361713878350745/9CFF3470D8044F1DFF3AA5EDBBCD664F73AECDFB/]

  • Parkcityfan
    • January 25, 2015 at 2:47 AM
    • #28

    I think right now you need to get a playtest. There's only so much people can see from pictures of the layout.

  • EddieLTU
    • January 25, 2015 at 9:10 AM
    • #29
    Quote from Parkcityfan

    I think right now you need to get a playtest. There's only so much people can see from pictures of the layout.

    i could prepare the map for playtesting, but i have issues when i try to pack the radar.

    but sadly mapcore's playtesting requires a packed bsp only. I could at least update the current build to the workshop

  • jackophant
    • January 26, 2015 at 3:01 PM
    • #30

    That courtyard looks a lot nicer!


    What problems are you having with the radar?


    I found this to be of use:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    If you use paint.net you can save the radar image as a "DirectDraw Surface" (.dds) file. It will flatten all your layers, but that's what valve require for it to work.


    I'll give you my map text file as well in case that's a problem for you:

    Code
    // Overview: scale 3.70, pos_x -1875, pos_y 1834
    
    
    "de_stupa_v9"
    {
    	"material" "overviews/de_stupa_v9"
    	"pos_x" "-1875"
    	"pos_y" "1834"
    	"scale" "3.7"
    	
    	"CTSpawn_x" "0.77"
    	"CTSpawn_y" "0.25"
    
    
    	"TSpawn_x" "0.13"
    	"TSpawn_y" "0.77"
    	 
    	"bombA_x" "0.37"
    	"bombA_y" "0.10"
    
    
    	"bombB_x" "0.82"
    	"bombB_y" "0.73"
    }
    Display More

    Do not add _radar to the end of any of the references to your map in the text document. That's what I did wrong a while back and you miss it because it looks like it makes sense.


    Also, to use pakrat, try this step by step imgur album: http://imgur.com/a/0mlW0


    Good luck!

  • EddieLTU
    • January 27, 2015 at 6:48 PM
    • #31

    started to work on the right side of the map, built a small park and a condo

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361990690143008/B17238705DF6D11F39526D4631CE706CB1C05546/]

    [Blocked Image: http://cloud-2.steamusercontent.com/ugc/36361990690141306/872A61D7DD7C5D62B892AB331A40EEEF8A4E73D2/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361990690140407/33F4414381F0BBF5B5B9DDFB812A9D24866B7057/]

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    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361990690137472/E276B42BAFC48E7221F3AA58A0EF1BDBA5CA3B2A/]

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    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361990690135992/250D3FEAE98419A15DA806A164FD2D08786203F7/]

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    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36361990690134189/047CEA76BF4DD52B30F0BE73563ADC5C9710D98C/]

  • tomm
    • January 27, 2015 at 7:02 PM
    • #32

    Looks good, but I think you should playtest this first before delving further into visuals.


    Quote

    i could prepare the map for playtesting, but i have issues when i try to pack the radar.


    here's a small guide on how to pack radar properly http://imgur.com/a/0mlW0

  • EddieLTU
    • January 31, 2015 at 8:18 AM
    • #33

    ok after fixing my OS problems, did some new details

    [Blocked Image: http://cloud-2.steamusercontent.com/ugc/36362165464381779/C2B1438CC92543645153CEFA85F20C2A79D8418C/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36362165464381514/591D509F73229B810C0F9A4267C11027F585E88C/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36362165464381097/C6B5CEACB56D25AA398E374FA0984544508A965F/]

    [Blocked Image: http://puu.sh/fgPsN/fac9b9088b.jpg]

  • jackophant
    • January 31, 2015 at 1:50 PM
    • #34
    Quote from tomm

    Looks good, but I think you should playtest this first before delving further into visuals.


    Or he could release some new screenshots


    Those large metal doors in the last screenshot don't really match the aesthetic of the flats/apartments around it

  • Max (von A)
    • January 31, 2015 at 2:34 PM
    • #35

    Like this being very cute.

    All you had to say with the first picture was not ubiques the bombsite so close to each other, because it assumes that when terrorists planted in A and CT are covering all B, should take them time to get to A.
    When a bombsite this side by side, the ct takes 5 seconds to reach tue other bombsite... and fun ends

    Good work friend, you follow inspired!


    Now I want to play through the streets of Lithuania

  • TheGuma
    • January 31, 2015 at 7:14 PM
    • #36
    Quote from jackophant

    Or he could release some new screenshots


    Those large metal doors in the last screenshot don't really match the aesthetic of the flats/apartments around it

    If you've ever been to Lithuania the doors do match

  • EddieLTU
    • March 6, 2015 at 11:34 AM
    • #37

    haven't posted in a month, so here's some progress


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36365153945934209/5EB411E79DBB09C9667C1C90FFD4E6D4DEF412EA/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36365153945933825/FE2A433B2E43FBFE98A039CB0C4B858055DC565D/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36365153945934690/A1F4217D2174C84E4EC656637C0073F0739A21E0/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36365153945935144/A5D3181D8837D9D18BE8044D315DB7FBBDB8FC54/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36365153945935664/783A5F1B31EF9BCFAA16974D9E766F34173C713C/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36365153945936065/228E2E85176A38C7B2B497478262183946EFEA0A/]


    replaced the basement with a construction site

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36365153945936624/D8EF400CF1471640754668C1B58CD40857A103AE/]


    layout

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36365153945937004/736E5600798FCA9969C74561DF18BA2E143615A9/]

  • EddieLTU
    • March 22, 2015 at 10:03 AM
    • #38

    some new pics, this time i've revamped the bottom of the map, including the bombsite A. Now its a garden. Ignore the crappy shadows, since i've did a normal compile

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36366598040613437/8F698A214413C086C89380E46ED068BFBFD6EB91/]

    [Blocked Image: http://cloud-2.steamusercontent.com/ugc/36366598040614262/B3CAF56F5A49A587DCA946ED9B0D54E20AF4E2A2/]

    [Blocked Image: http://cloud-2.steamusercontent.com/ugc/36366598040615055/D9784F988AB7A91E10F07EDB1E7C58F1F78B1A90/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36366598040615855/73ECB88B5F896BCC903124E2BDC806CD86956561/]

  • TheGuma
    • March 23, 2015 at 8:22 PM
    • #39
    Quote from EddieLTU

    some new pics, this time i've revamped the bottom of the map, including the bombsite A. Now its a garden. Ignore the crappy shadows, since i've did a normal compile

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36366598040613437/8F698A214413C086C89380E46ED068BFBFD6EB91/]

    [Blocked Image: http://cloud-2.steamusercontent.com/ugc/36366598040614262/B3CAF56F5A49A587DCA946ED9B0D54E20AF4E2A2/]

    [Blocked Image: http://cloud-2.steamusercontent.com/ugc/36366598040615055/D9784F988AB7A91E10F07EDB1E7C58F1F78B1A90/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/36366598040615855/73ECB88B5F896BCC903124E2BDC806CD86956561/]

    Just tick Disable Shadows as yes on prop settings (window models specifically), it will not remove shadows, but it will remove the blobs of lighting.

    No need to change compile settings!


    Looking really beautiful so far by the way. Keep up the good work.

  • EddieLTU
    • March 30, 2015 at 3:37 PM
    • #40

    ok made it for public playtesting

    http://steamcommunity.com/sharedfiles/filedetails/?id=416647970

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