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De_Oasis (WIP name)

  • TheGuma
  • January 31, 2015 at 3:27 PM
  • TheGuma
    • March 1, 2015 at 7:39 PM
    • #21

    Remember the building in middle?

    Yeah...

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34113070265576098/C17739BFA9C3BD9C50019701715A2611403F1E9B/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34113070265577630/07258BA79F9FB08888345634C8052519C4696137/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34113070265576771/90A117932CA5ECBB232624153CE3FE6C67629BE9/]

  • TheGuma
    • March 7, 2015 at 10:04 PM
    • #22

    MORE UPDATES.

    Okay, so this thread is apparently turning into my little blog.

    Hopefully you guy's don't mind.

    Also, quite frankly I don't think I'll be able to finish my map until the deadline for operation maps.

    But I'll use the deadline as some sort of motivation to keep me going at a faster pace!


    Anyways, here's middle in it's current state -


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34113789749498437/F13596B6AADDA2F3ADC14E8E2997BB4FCD69E3E6/]


    I've added a lot of new custom textures. I do realize that the ground texture in the middle is not the finest quality, however, I couldn't do it any better. I've tried to compensate for it by adding reflective properties and $detail blend on texture.

    Hopefully, I'll get a better texture in the future.


    Here's the final version of hallway -


    [Blocked Image: http://cloud-2.steamusercontent.com/ugc/34113789749456833/B129BDB449EFB003F66F8F322F6047B0E4228627/]


    Let me know which one you guys like better. I just thought this one fits the environment more.

    Lighting is not final, though.


    Here's a placeholder skybox.

    The final one is going to look 500% better.

    VERY WIP, BEHOLD THE AWFULNESS

    Quote

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34113789749483026/F4DA96562C89B93CEDF2806F1582C028ADE50418/]

    Normally, people would use the final geometry shrunken down to make skybox seamless, however, since my map will be surrounded by water in some parts, I did not use scaling placeholders. I just went and made the skybox, that's why it's not final. It's more of an concept art!

    But again, you have to remember that usually Work In Progress pictures don't look as good as final ones!


    I'll replace the water texture, though. It will be more light blue. Here's what I'm currently using as a reference picture -

    [Blocked Image: http://www.ezeebookings.com/admin/Package_Gallery_Image/5c22a3dubai%202.jpg]

  • Muffin
    • March 9, 2015 at 10:55 PM
    • #23

    It's no longer a little blog now.

    Looks nice! Keep up the good work

  • flexsta
    • March 12, 2015 at 11:54 AM
    • #24

    This is starting to shape up quite nicely, is there any specific reason that you haven't released any overview pics yet?

  • jackophant
    • March 12, 2015 at 12:19 PM
    • #25
    Quote from Nestakyo

    This is starting to shape up quite nicely, is there any specific reason that you haven't released any overview pics yet?


    he mentioned that it's being made in separate files he copy pastes together

  • TheGuma
    • March 14, 2015 at 4:32 PM
    • #26

    Hey guys, just wanted to ask for your opinions here.

    This WILL be included in Oasis if it works, so that's why I'm writing this here.

    IT IS VERY IMPORTANT.


    I decided that my map will have dynamic buyzones.


    Something that Counter Strike never had before.

    However, in order for that to happen, I need to explain what dynamic buyzones are and what it means for gameplay.

    Lastly, to hear your thoughts.


    So what are the dynamic buyzones?

    It is a new gameplay element.

    In normal maps, there are usually two buyzones - One at T spawn and one at CT spawn.

    They are limited to certain amount of seconds.

    However, with dynamic buyzones, there would be two additional buyzones somewhere at the map.

    For example, at middle areas or areas that are very exposed (so you don't just keep buying stuff and spamming, someone can still kill you).

    So why are they dynamic and what do they do?

    First of all, unlike normal spawn buyzones, the dynamic buyzones would never run out of time. You could buy anytime during the match.

    However, it changes the economy.


    An example

    T's are doing an eco rush strat, their entry fragger gets 2/3 picks.

    However, he does not need to wait for the next round.

    He can take his time and run to the nearest dynamic buyzone and buy himself a gun.

    However, again, he would take time and stay exposed.

    If CT's remember the buyzone locations, it would be very easy to take down anyone buying guns there.


    As for grenades, you can only buy one of each grenade every round.


    So how would the buyzones look like?

    Well obviously, it would be some sort of a crate with a laptop on it. The area to buy would be exposed and not very big.


    I'm interested to see how this would work out. If I get around uploading the graybox of Oasis, we could definitely test that out on Mapcore!

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34114254905536351/86BD067FA71A8B958D372C6867B277677E672B55/]

  • dak910
    • March 14, 2015 at 5:48 PM
    • #27

    Good idea, but in my opinion than you should make a seperate version without the dynamic buyzones.

  • Muffin
    • March 14, 2015 at 7:51 PM
    • #28

    That's a very interesting idea. I like it! Also, for these dynamic buy zones, you should add "little marketplaces" so that players gets feel that they are actually buying guns and stuff.

  • Guni
    • March 14, 2015 at 11:51 PM
    • #29

    So the dynamic buy zones would work similar to Dota's Side Shops. Interesting Concept and could work well, but i think like others suggested, you should look at releasing a version with and without, that is if you want it to be operation worthy. I think Dynamic Buyzones would be too disruptive to competitive play.

  • leplubodeslapin
    • March 15, 2015 at 12:05 AM
    • #30

    I'm not sure it would be very useful.


    For example, at the beginning of a round i buy an AK47, at some point during the round i realise i suddenly need an AWP. Why would i bother to take the time to go to the dynamic buyzone and take the risk of being shot? Plus, i'd lose a lot of money, my fallen teammates would not be able to pick up my previous weapon (the AK47).


    And if you kill 2 or 3 people with a pistol, you are most likely low hp. I wouldn't take the risk to buy and loose my new gun few seconds later.


    What i mean is that the reward for going there is really low : being able to change the type of weapon you're using during the round.

    But there are also lots of disadvantages :

    • You'll have to get to the dynamic buyzone (it can take a lot of time depending on where you are i suppose)
    • You will probably loose money (because you cannot keep your previous weapon)
    • It's dangerous (as you said, an open area)


    Maybe I'm missing something. But i really appreciate to see this kind of innovative ideas, I really think there is something to do with this but you need to make it more appealing.

    Plus your level is really beautiful, i'm looking forward to be able to playtest it / play on it.

  • TheGuma
    • March 20, 2015 at 9:21 PM
    • #31

    Thank you everyone for the feedback! I decided that there will be two separate versions, one of which will be called de_oasis_db.

    I will probably host a server with dynamic buyzone maps. Hopefully, other people will get into that as well!


    So let's get on TOPIC.


    I've been working ridiculously a lot for the past few days.

    It mostly takes an hour or two for me to complete a single area.

    Why?

    - I research reference photos.

    - Decide which reference photo/architecture fits the best in a certain place

    - Shape it so it fits the layout and does not affect the gameplay in any matter

    - Is the thing you wan't to make possible in Source? What is your range of modelling/mapping knowledge?

    - Adding your own custom content, shaping so that the building/architecture/thing you want to make is not a 1:1 copy.

    - Testing


    Here's the fun part, though.


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34114798221134140/FD8A6E4C08327834A35AA0150B4A00E6C24B65AF/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34114798221137734/91B5289E95FD4381DBB80B4159A69CEABBB47FF6/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34114798221138111/B6C4014160AC4AD215C9804747F180246D4B78F8/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34114798221136679/A0046563E8CA53668708D71155BD2D6E32141001/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34114798221137150/E6101F9CE93CB2FE696AF33E8A98D0CFC27EDA66/]


    [Blocked Image: http://cloud-2.steamusercontent.com/ugc/34114798216970247/2EE3EE18986D966221D45B5CEA9BBAB7726856A8/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34114798221169254/B35A38F6ADE5456B900B00921607BFB22D8C9A9A/]


    [Blocked Image: http://cloud-2.steamusercontent.com/ugc/34114798221172262/F6E76C1A0DA4A77647F4DACB20169CC24F001EAD/]


    Also, do not worry about layout. It is just to give you an idea.

    I'm building map chunk by chunk based on a different version, so at the moment it looks weird.

    The upside of things is, once I finish detailing and polishing all the areas shown in the screenshots I can begin working on T spawn and areas connecting the T spawn to middle and bombsites.


    One of the things that you may have not noticed is that I have changed the skybox (AGAIN) based on Squad's Zoo, I had some trouble with skybox sun not being in the correct position based on lighting. Changing lighting direction made the map look worse, more parts unlit, so I made my own custom skybox. I hope it looks good!


    I could have waited a little bit longer and finish a lot more things, but I just couldn't stay a few days without updating.

    So that is pretty much what was going on so far.


    And as usual, remember, more polishing will be done. There is still a lot of inconsistency, low detail stuff and weird lighting.

  • TheGuma
    • April 15, 2015 at 1:04 PM
    • #32

    So I wanted to do an epic bump here, the towers you see in my pictures are called the wind towers.

    I might add some chime music in them,

    but here's some reference photos that I'm using:
    [Blocked Image: https://thefotogenius.files.wordpress.com/2014/01/wind-towers.jpg]

    [Blocked Image: http://upload.wikimedia.org/wikipedia/commons/1/1a/Dubai_madinat_jumeirah_wind_towers.jpg]

    [Blocked Image: http://i1.trekearth.com/photos/79362/tddubaiwindtowers.jpg]

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