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WIP(CS:GO) De_Agri

  • Vinneri
  • January 20, 2015 at 10:18 PM
  • Vinneri
    • January 20, 2015 at 10:18 PM
    • #1

    Now I finally feel, that I should post this map here. There is still a lot of work with this. Biggest issue was main door to A. It was a massacre for T's and I have to do something to that. Also I'm not really ready with A site's overlay. Thanks for everybody joining the test! I have interesting problems to solve.


    Please give me feedback from the test, thanks!


    Here some pics:

    [Blocked Image: http://puu.sh/eNsyV/d64a002765.jpg] [Blocked Image: http://puu.sh/eNs4d/0df0c2fa64.jpg][Blocked Image: http://puu.sh/eNs7R/df74c9363f.jpg][Blocked Image: http://puu.sh/eNsb7/eb5a49c22d.jpg][Blocked Image: http://puu.sh/eNsev/1e35761ee9.jpg][Blocked Image: http://puu.sh/eNsgH/397087870d.jpg]

    PS. Ladder OP

  • TheGuma
    • January 20, 2015 at 10:36 PM
    • #2

    It reminds me a LOT of Militia, but if you would compare both, yours looks like a mix between cartoon/realistic textures.I'm not saying I hate it or anything, I just think that the textures/models aren't seamless, and that you should just stick to default textures for a while.Hope you understand me.

  • Vaya
    • January 21, 2015 at 9:09 AM
    • #3

    [Blocked Image: http://i.imgur.com/5Xgerfy.png]


    My suggestion:


    - Move that A door. It was a nice experiment but it just doesn't work. Move out of Tspawn and get instantly knocked down to 40hp.

    - Simplify a little.you have lots of open space and deep corners that making clearing areas a chore.

    - The top of the map is way too angled. Farms are not built on grids; I think you need to lose some of the 90 degree corners (I've highlighted 2 as an example- this area is a bit too tight - but it really depends on how you want your map to flow)


    Thanks for the playtest!

  • Vinneri
    • January 21, 2015 at 10:03 AM
    • #4
    Quote from Vaya

    Nice ideas! I might use some of those for sure

  • Squad
    • January 21, 2015 at 10:54 AM
    • #5

    I agree with Vaya about the big door to A. It's no fun to get out of spawn zone and losing half your health without even seeing an enemy.
    Also, I'm not sure about the roof access. I think a lot of players weren't even aware that it was there (I only noticed it towards the end of the game) and I just think it would overcomplicate the map, since players should constantly be checking the roofs above them too.


    Other than that, it was pretty fun!

  • clankill3r
    • January 21, 2015 at 11:12 AM
    • #6

    Shadows look a bit dark to me. Maybe increase the bounces by one?

  • Vinneri
    • January 21, 2015 at 11:48 AM
    • #7
    Quote from Squad

    I agree with Vaya about the big door to A. It's no fun to get out of spawn zone and losing half your health without even seeing an enemy.

    Also, I'm not sure about the roof access. I think a lot of players weren't even aware that it was there (I only noticed it towards the end of the game) and I just think it would overcomplicate the map, since players should constantly be checking the roofs above them too.


    Other than that, it was pretty fun!

    It was a bug and horrible one...

  • Black_Stormy
    • January 21, 2015 at 3:15 PM
    • #8

    The red walls on the barn are a bit too saturated for the art style I think - there's not much detail in the diffuse which, combined with the saturation, gives it a stylized look. Also the dirt texture you are using on the displacement looks scaled up too much, and is inappropriately pebbly. Try to get another, finer dirt texture in there and save the pebbly texture for detail spots like where the ground meets a wall or road.

  • Vinneri
    • January 22, 2015 at 11:20 PM
    • #9

    At the moment I'm focusing on gameplay, so aesthetic look is just secondary. After gameplay is solid, I'm going to make this as pretty as I can.


    Made some major adjustments on A, Red is new walls. I think this is going to work better now. What do you think? (From pic, hard to say I know)


    [Blocked Image: http://puu.sh/eTct9/45dfbf6c70.jpg]

  • Vaya
    • January 23, 2015 at 8:39 AM
    • #10

    Looks to be improved. Get a playtest booked

  • Vinneri
    • January 26, 2015 at 4:33 PM
    • #11

    Hey guys! I'm almost ready for next playtest, but I would like to have you opinion.

    I may add one more wall between A and B, It's that red line.

    What do you think of it? Does it make CT's too hard to rotate to other site, or is it just perfect?


    I just noticed how this map really works..

    Red path goes straight to A

    Blue path goes straight to B

    Gray path flanks from behind

    Green path flanks from front


    IMO that's insanely cool! I don't want to make any more 3-way maps (A, B and mid)


    [Blocked Image: http://puu.sh/f3wKv/7bca5d8914.jpg]

  • Vaya
    • January 26, 2015 at 4:54 PM
    • #12

    I vote red wall inplace- but maybe as a wallbangable spot to add a 'gimmick' to mid.


    Green is too powerful without that wall there. you would get two flank spots so CT would NEED to have 3 on A and no cover on mid.

  • Vinneri
    • January 27, 2015 at 10:02 PM
    • #13

    Thanks for playtest! If you have time please drop a feedback, thanks! Fast A route needs a bit more adjust. This time it was a bit too T sided Also I'm going to do something for A site wallbanging.

  • El_Exodus
    • January 27, 2015 at 10:27 PM
    • #14

    IMO, there were way too many hayballs on A. I just felt like on de_hayball there. Well, maybe i'm the only one^^

  • Vinneri
    • January 28, 2015 at 6:40 AM
    • #15
    Quote from El_Exodus

    IMO, there were way too many hayballs on A. I just felt like on de_hayball there. Well, maybe i'm the only one^^

    Any idea what to make there to replace some of them?

  • Vaya
    • January 28, 2015 at 7:17 AM
    • #16

    replace some of the haybales with cover for the CTs defending. you can't really use the hay as cover.

  • Vaya
    • January 28, 2015 at 12:07 PM
    • #17

    [Blocked Image: http://i.imgur.com/eQo0H5Q.jpg]


    [Blocked Image: http://i.imgur.com/o2p4aFD.jpg]


    [Blocked Image: http://i.imgur.com/lN1iY12.jpg]


    The 'blinds' texture I was talking about in the playtest.

  • onebit
    • January 28, 2015 at 12:07 PM
    • #18

    I really liked the simplicity of A.

  • Vinneri
    • February 8, 2015 at 10:12 PM
    • #19

    Had time to make house look pretty. Yes, red is still too red and clean


    [Blocked Image: http://puu.sh/fERdt/0726967fc0.jpg]

  • TheGuma
    • February 8, 2015 at 11:31 PM
    • #20
    Quote from Vinneri

    Had time to make house look pretty. Yes, red is still too red and clean


    [Blocked Image: http://puu.sh/fERdt/0726967fc0.jpg]

    I strongly encourage you to use different textures, I'm not saying they are bad, just saying they could be better! Looks good thus far.

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