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De_Oasis (WIP name)

  • TheGuma
  • January 31, 2015 at 3:27 PM
  • TheGuma
    • January 31, 2015 at 3:27 PM
    • #1

    I'm not posting any reference or layout photos yet for several private reasons, sorry guys <3


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34110365651862953/7D989D09801F90260F1319BC487ED3DF425AA51C/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34110365651863747/87CD23D07DF0FD80290413E1E3D43B80512D0931/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34110365651864775/CC2847A44E2CFA525EF6DD30CDA241A0AA5AD28C/]


    I've never considered myself a "serious" mapper, so hopefully Oasis will be a setting ground for my identity, and more over, I'm hoping it will take the way we look at maps to a whole new level.

    (Yes, layout will be playtested, it's just a matter of time)

  • Lynxx
    • January 31, 2015 at 3:32 PM
    • #2

    this looks pretty sick so far, I hope to see a lot more from this map soon

  • Mvllsk
    • January 31, 2015 at 3:42 PM
    • #3

    Oh man, I really love the looks. I just hope the layout is just as nice because this seems like a map I'd seriously love to play on.

  • djhoangwar
    • January 31, 2015 at 3:56 PM
    • #4

    great, hope will release soon

  • TheGuma
    • January 31, 2015 at 5:12 PM
    • #5
    Quote from Mvllsk

    Oh man, I really love the looks. I just hope the layout is just as nice because this seems like a map I'd seriously love to play on.

    Absolutely, gameplay is something I have taken into account.

    Like I said, I'm not posting the layout yet, but everyone will be able to playtest it during playtesting events.


    I have noticed a very sad thing about custom maps, usually after operations (if they get into them) they get easily forgotten.

    De_Gwalior, for example, is an amazing map by FMPONE, but it's simply not something that was accepted by leagues.

    And the same goes for De_Crown, I'm not saying those maps are bad, but I bet De_Season will probably get into the official map pool.


    People usually prefer remakes over new maps, and it depends on how well the new maps can achieve the layout.

    Basically, Oasis layout is kind of like a frankenstein of all the old map layouts merged.

    It's layout is kind of like Mirage and Nuke mixed together and flattened, and of course, made viable for competitive play.


    It's kind of pointless to talk since I'm not posting the layout yet, but I will try to take a snapshot of it tomorrow.


    The reason I posted these screenshots was because I remade the look and theme of the map three times, and most of the times when I posted it on popular CS:GO communities people thought it looked like a CSS map rather than CS:GO.

    My goal right now is to make it look up to "standards", so that's why I'm teasing you all.

  • TheGuma
    • February 1, 2015 at 1:15 PM
    • #6

    Okay, so here's a really really small change I did, I'm looking for your feedback on which one is better guys!


    I have realized that CS:GO Beta had the same problem, apparently fog was too close-up to the player, so I moved it farther back so it could only access skybox details.


    Basically, before -

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34110365655333220/42C788EDAF743BAAB102C344619FCBA6ADAE1842/]


    And after -


    [Blocked Image: http://cloud-2.steamusercontent.com/ugc/34110365655333919/A73845D3BDEADA0C814F44914E6E7AC47DCD981A/]


    It still has fog, but it's no longer a primary detail. Fog + Hdr - Washed out.

  • Vaya
    • February 1, 2015 at 1:24 PM
    • #7

    The former looks better but most CSGO players will prefer the latter for visibility reasons. stick with the latter.

  • ElectroSheep
    • February 1, 2015 at 1:41 PM
    • #8

    You should get rid of those trim made with sewer grate texture.

  • TheGuma
    • February 1, 2015 at 2:25 PM
    • #9

    Here's a SUPER EARLY PRE-ALPHA 0.001 version screenshot of Bombsite A.

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34110365655581410/F2128807D8320DA11350221E339A4780DFBBDEBE/]


    And yes, I will replace the "sewer" texture with my own better one, but I won't remove it. The lines are on the head level for scaling purposes as stupid as it sounds.

  • TheGuma
    • February 3, 2015 at 7:14 PM
    • #10

    Okay, so I'm kind of stuck here.. I've made this building in the middle area, the one that looks like office apartments, but I kinda feel like it doesn't fit. I tried to do United Arab Emirates esque environment where the modern buildings blend in, but I feel like I'm running out of ideas. What do you guys think, should I keep that building or should I replace it? If so, what do you think would fit the most?


    On the side note, I've replaced the humvee with a fountain, as it makes more sense. I don't know how a humvee could have gotten up there!


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34110365663763486/3D9F84593C95FE70C4BC36BD8C3D69D04788A88C/]


    Here's one of the reference photos I'm using to make my map.

    [Blocked Image: http://cagtravel.com/wp-content/uploads/2015/01/UAE1.jpg]

  • 8bit
    • February 3, 2015 at 8:34 PM
    • #11

    I think thats a Dubai picture, please do correct if I'm wrong.

    Whenever I think of that place, I instantly connect it with luxury, your map doesnt give me that feeling, it feels like any other middle eastern themed map out there. I think in order for your map to shine, you need to elevate it somehow, hard to say without more screenshots and a layout though. If we could see more maybe we could be of more help.

    In regards to the apartment, it kind of does look out of place, maybe if you added more structures like that in different shapes, maybe then you could distinguish and seperate your map from other "dust" maps.

    //8bit

  • Radix
    • February 3, 2015 at 8:36 PM
    • #12

    I like the combination of classic and modern buildings. It looks real and interesting.


    But I would modify the color composition a little. On the pictures it looks a little too grey (especially compared to your reference picture). Try to get the colors a bit warmer. Particularly the sky texture should be more "blue" in my opinion.

    But all in all it looks really promising. Architecture/geometry is pretty good so far.

  • El_Exodus
    • February 3, 2015 at 9:03 PM
    • #13

    Yeah, i'd like to see a blue sky aswell.

  • TheGuma
    • February 3, 2015 at 9:27 PM
    • #14

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34110365664133028/D67D0D392BCFD855C931DDF4480B07E08F9A32CE/]


    If you look closely enough in comparison to my previous screenshots, you will see that some mesh artifacts are now fixed. (White lines, nodraw sticking out, ETC)

    The pillar toppings are now Buttercup™ shaped instead of Oreo™ shaped, looks better and is way more optimized. (Less brushes)

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34110365664131947/B9C6FA73C3CBFA07E174AC36FFF13907839E1DC6/]


    Here's the glorious building. I guess it still lacks some brush-work.


    [Blocked Image: http://cloud-2.steamusercontent.com/ugc/34110365664130741/5A4240997A132AF80DE23CB6F91FECCE56C066BC/]


    I've added some Mirage-style elevation on bombsite A as a graphical touch. Made the brushes a little bit smoother too.

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34110365664131260/180C5A317E55EC41FFB0DDA6868926BEA517E6A1/]


    vertigoblue_hdr

    One less custom material to pack, I guess thats + one up!

    It's up to you guys, tell me what you think!


    Oh, and one more thing... Although I'm pretty capable of making custom VTF textures, like the reflective tarp textures you see in the pic, I'm pretty bad when it comes down to drawing the textures themselves, so I'm pretty much looking for anyone who has capability to make custom models/textures and wants to collab!

  • 2d-chris
    • February 3, 2015 at 9:58 PM
    • #15

    Looking excellent.

  • oxygencube
    • February 5, 2015 at 6:51 PM
    • #16

    Loving this! The blue sky looks much better. Consider getting some warmer colors in there, for example the wooden doors/fences and red bricks in your reference.

  • TheGuma
    • February 5, 2015 at 8:03 PM
    • #17

    Thank you all for kind and constructive feedback, it helps a lot!

    I'll definitely try to stir up some colors, but for now I'm trying to figure out the main details.


    Here's a small change I did:

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34110908150556908/DBF0980C796167C2FB2BEED01D5901A55EAEC956/]

    The floor now has marble texture which I made, I think it gives that "luxury" feeling and definitely looks better than before.

    Also, you may have noticed...

    Where are the cubemaps..?
    Don't worry, the floor is not real time reflective and it should work on all graphical settings.

    There are two ways to achieve this effect - Have a texture with cubemaps,

    have a texture with water properties.

    Huge thanks to Skybex I figured I could use the same effect as on cs_workout, basically the basic geometry you wan't to reflect is replicated upside down and the floor is made transparent. It looks very cool if you do it right, and I believe a lot of maps should use this method in the future.


    Here's also what you may have NOT noticed, the white blinds behind windows are there for a reason.

    You can see that the window frames are not proportional, as the one closest to the exit is a lot bigger. The reason why, is because the blinds give a white backdrop from long distance, allowing for better visibility. Same with the white paint on the wall to the right. Also, they do not act as func_detail brushes, that means they do not draw certain props behind them, allowing for better performance.


    I'll keep updating, just at a little bit slower pace now. I wan't people to be updated with "major" content rather than these small changes, I think the next time I will update this thread it will include layout, Bombsite B and middle area details completed and as well as Bombsite A.


    Also, here's a candy for you all.

    This, is how De_Oasis looked like before I started remaking it from scratch.

    Quote

    Keep in mind that these are old screenshots, and that I was still rusty from CSS mapping.

    CT Spawn

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34110908150592703/3CDC594F06B6C5E7B031F8C4F0578C36BA54B426/]

    A hall (Yup, the same place with reflective floor on the older version...)

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34110908150602219/53EB4EF37D8CDE598F37FDEDE821EEB94E2417F8/]

    Bombsite A. Boxes are still the same on the new version. And they work.

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34110908150606245/31F2C42C85CECA53C9D198061D22FEF4866C74D5/]

    Bombsite B connector

    (From here on the pictures are places that I still haven't remade in the proper version, clues clues )

    [Blocked Image: http://cloud-2.steamusercontent.com/ugc/34110908150609823/71D416DD75D4BC3B20D46CCB53A41DEDA70C46F3/]

    Middle area

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34110908150629232/2955AC7ED7F76E0CE413300A7B07EDB6D8FB5451/]


    And this is an entrance to Bombsite B from middle. It's definitely going to be larger in the new version, and it's going to have something unique I'll keep secret for now. Yes, the walls will be wallbangable too..)

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34110908150615971/43DB98AE319AE02C23660F71993D87FBC343A7D1/]


    I scrapped working on it, but I might release it as a De_Oasis_Old when the proper map comes out.

    Display More
  • blackdog
    • February 18, 2015 at 8:11 PM
    • #18
    Quote from TheGuma

    Where are the cubemaps..?

    Don't worry, the floor is not real time reflective and it should work on all graphical settings.

    There are two ways to achieve this effect - Have a texture with cubemaps,

    have a texture with water properties.

    Huge thanks to Skybex I figured I could use the same effect as on cs_workout, basically the basic geometry you wan't to reflect is replicated upside down and the floor is made transparent. It looks very cool if you do it right, and I believe a lot of maps should use this method in the future

    Good ol' Goldsrc I guess that if it looks good is alright, it's good and another tool to use; but ideally I would leave that to materials… any computer now should be able to handle those tfuture

    ~

    Map is looking good!

  • slavikov4
    • February 21, 2015 at 3:50 PM
    • #19

    nice!

  • TheGuma
    • February 27, 2015 at 10:36 PM
    • #20

    UPDATE TIME!
    Alright, thought I'd put up what I was working on.

    Keep in mind that all the changes have been done in one day. I just couldn't force myself to keep working on the map and kept switching between projects.

    I decided I'd keep the other projects secret and reveal them once I'm done with Oasis.


    So here's some cool stuff.


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34113070258399619/4C955244D1A58A98DFA1E573113E48350D4CFE69/]


    Your catchy eye might have noticed that the lighting is different than in the other pictures! You are definitely right!

    This building has been done in another copy of the map, so that when I'm done with certain parts of the map I could just copy-paste it over to the final version.

    This sort of structure will be used on Bombsite B.


    Here's the new version -

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34113070258405581/A6B622DF772DED2C3DA4CD3992F58B0B40E0D2E9/]

    There's a few things that you can notice.

    I opened up the space by moving the trash bins inside wall indentations.

    I've also replaced lattice texture on fencing with glass texture. I'll admit, it looks like bubbles from far away (Cubemaps are weird).

    A lot of textures have been changed, they are a lot cleaner now. I had to change the inside interior so that outside textures wouldn't be used inside.

    I've also carved a lot of brushes to make surfaces and corners reflect light and not look so "dark".

    In general my goal was to make everything as smooth as possible. The previous versions had too much dark contrast and cluttered space.


    I've also added some red trims for color differences and variations. Subtle but impressive.

    The lighting has been changed, I like the way it is right now and it might be the final lighting unless someone offers otherwise.

    Lastly, I'm slowly injecting custom content. You can see the advertisement hanging on the building. It will be one of the key details that will be scattered throughout the map to keep visual consistency.


    Here's the last screenshot, not as impressive as the first one but changes can definitely be seen!


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34113070258398189/377A3D4DB771F118873539FDFDC919BD41DCDD24/]

    Quote

    THE UGLY SEWER GATE TEXTURE HAS BEEN REPLACED!!1!1!1!1


    Anyways, I'm going for the goal for that "smooth" mapping. What you'll notice with popular map maker maps is that they are all smooth, curved and round. They have perfect contrast.

    On Oasis, however, I started off as quite a "noob", so most of props were edgy and not "smooth". Eventually, when I started learning and adding detail it made the map a mess.

    Right now my goal is to clean up the mess and make the map more consistent.


    Custom content is also something that is work in progress.

    Give me suggestions and I'll make sure to implement them/change them!

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