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[CS:GO][WiP] cs_opera

  • leplubodeslapin
  • March 17, 2015 at 12:41 AM
  • leplubodeslapin
    • March 17, 2015 at 12:41 AM
    • #1

    Hellooooo guys,


    I haven't made a topic about this project i'm working on for a long time, yet. cs_opera : Opera House and Hostages to rescue.

    My biggest challenge with this : create a game environment that can fit to the theme of an Opera House, that feels realistic (that could exist, even if it's pure fiction).

    It might sound stupid and obvious but the fact that it's an opera house doesn't help at all.
    I haven't made a "cs_" map before, so I wanted to check it out and see where i can try to innovate.


    Another problem that i have : csgo doesn't have enough elegant, graceful, harmonious assets, most of them are made for an industrial area or something very close to the official maps. Most of the elements therefore need to be created for the map, and i don't really have the skills needed for that. That's why I'm working with a guy named "Wenceslas" (Étienne is his real name), he is studying in 2D/3D art but does not have the time to work that much on the map.

    That is the reason why I am currently looking for someone that wants to create assets for such an environment, the map can really look amazing but by myself i will never have the talent needed to create the assets. If you're interested, you can contact me on Mapcore or send me an email at [email protected]


    Finally some screenshots of the map in its current state (lots of things are still WiP) :


    main room of the Opera

    [Blocked Image: http://i.imgur.com/J7pKSNq.jpg]


    [Blocked Image: http://i.imgur.com/nq0lbT4.jpg]


    Front facade of the Opera

    [Blocked Image: http://i.imgur.com/gz7NCja.jpg]


    The place in front of it (with Paris all around)

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


    The lobby (everything here will look different, i'll abandon the wood walls idea)

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


    A lounge

    [Blocked Image: http://i.imgur.com/O27fT0y.jpg]


    The ticketing

    [Blocked Image: http://i.imgur.com/PMQcAi2.jpg]


    An underground path

    [Blocked Image: http://i.imgur.com/ojT4Lkz.jpg]


    The map is in a huge area that allows you to see the city of Paris around you (or at least, just a facade of it). And everything is concatenated in a small volume (compared to the rest)

    [Blocked Image: http://i.imgur.com/aZSbZ58.jpg]


    There will be a playtest tomorow (on the 17th), i've recently made a lot of gameplay changes that i think will improve things a lot, do not hesitate to join us and try the map.

    Thanks for reading and have a good day.

  • Rogerztheurbanlegend
    • March 17, 2015 at 1:13 AM
    • #2

    I was wondering why my post was getting ignored, then I go to others and see the ridiculous amount of detailing mappers on this site can do. This is an incredible looking map, and I hope you get the help you need for 3D modeling, because this can end up being a wonderful map to play on. I might have to check it out when possible.

  • esspho
    • March 17, 2015 at 1:17 AM
    • #3

    The last time I playes the map I really enjoyed it. I'll try to make it tomorrow.

    Are those mirrors still the same?

    That lounge looks a little bit to wild-west for my taste. Maybe loose those bottles with the scratched labels and

    replace the wooden barrels with more modern metal kegs.

    That lobby looks amazing but the walls look a little flat atm.

    I'm sure you will find an artist in no time.

  • ShockaPop
    • March 17, 2015 at 4:26 AM
    • #4

    This is going to be awesome!


    I sure as hell hope you can find that special someone to help you out with this piece of art.

  • kikette
    • March 17, 2015 at 8:45 AM
    • #5

    I'll just give a feedback about the general texturing of the level and the mood ;


    Some places works very very well (http://i.imgur.com/KsEQLw4.jpg / http://i.imgur.com/lNAFIRB.jpg  ) because of the simplicity of the materials and the good lighting setup.


    I'm not joking since I know that you are using template texture but honestly, these works far better than some of the custom noisy texture you put... like the stone road ( http://i.imgur.com/ORiraBs.jpg )wich doesn't match with the rest (different color, fat join) or the ceiling http://i.imgur.com/xyUprJ2.jpg) is certainly representative of a bigger problem in this map : The artistical direction seams to be confused. On 3 Different screens, ([Blocked Image: http://i.imgur.com/KsEQLw4.jpg] , [Blocked Image: http://i.imgur.com/xyUprJ2.jpg] , [Blocked Image: http://i.imgur.com/2ZwpvZL.jpg] ) I see 3 different maps and it gives the sensation that each rooms are worked very independently...If your map was unified on this point, you'll certainly gain like 1 month of development and lot of quality improvement.


    For the next Step, I would suggest you to start with temporary quickly made textures before creating the final asset and having to retake them.

  • blackdog
    • March 17, 2015 at 9:13 AM
    • #6

    Wow, this is a grand design! Congrats, it's coming along great.

    As Kikette points out it lacks cohesion atm, but luckily is something you can fix, especially if an artist joins the project… I don't think you will have troubles with that with the quality in display here.

  • RivFader
    • March 17, 2015 at 9:51 AM
    • #7

    When will the playtest be? I am really interested in this map; CSGO needs more grest hostage rescue maps - especially in competitive play.

  • Vilham
    • March 17, 2015 at 10:23 AM
    • #8

    Looks great man.

  • Bodd Jonar
    • March 17, 2015 at 1:34 PM
    • #9

    This has huge potential.

  • Seldoon182
    • March 17, 2015 at 3:20 PM
    • #10

    I wish you can find a 3D modeler to embed da GIGN truck in your map.


    [Blocked Image: http://i.imgur.com/N4hsXIv.jpg]


    Compared to Kikette's feedback about this screenshot (http://i.imgur.com/ORiraBs.jpg), I've made some textures for a Paris based map a while ago (the project never seen the light of the day) and maybe this texture would fit better than the noisy one:


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


    Feel free to ask me the vmt/vtf with normal map by PM.


    [Blocked Image: http://i.imgur.com/pDJC429.jpg][Blocked Image: http://i.imgur.com/QODnbtX.jpg]


    [EDIT]: Also last tip always compared to what Kikette said: Making a Moodboard will help your project to keep the same Art direction.

  • Vaya
    • March 17, 2015 at 3:27 PM
    • #11

    Have you made a decision yet between derelict and a open opera house (as in still has performances)


    Last time I was on it it seemed a bit half and half

  • LATTEH
    • March 17, 2015 at 4:20 PM
    • #12

    i get a real strong bioshock feel inside the building (its good thing it looks excellent!)

  • Klems
    • March 17, 2015 at 5:01 PM
    • #13
    Quote from Seldoon182

    I wish you can find a 3D modeler to embed da GIGN truck in your map.


    Meh... I wish I had a modeler

    [Blocked Image: http://image.noelshack.com/minis/2015/12/1426611680-2015-03-15-00008.png]

  • leplubodeslapin
    • March 17, 2015 at 5:06 PM
    • #14

    Thanks for your replies, I really appreciate them


    Quote from esspho

    The last time I playes the map I really enjoyed it. I'll try to make it tomorrow.

    Are those mirrors still the same?

    That lounge looks a little bit to wild-west for my taste. Maybe loose those bottles with the scratched labels and

    replace the wooden barrels with more modern metal kegs.

    That lobby looks amazing but the walls look a little flat atm.

    I'm sure you will find an artist in no time.

    Display More


    No. There isn't real-time mirror anymore (because I also have water in the level and it wasn't a great idea for optimisation).

    About the bottles, I'd like to put some wine and whisky instead so it's just temp, and ok for the barrels i'll see what i can do.


    Quote from kikette

    I'll just give a feedback about the general texturing of the level and the mood ;


    Some places works very very well (http://i.imgur.com/KsEQLw4.jpg / http://i.imgur.com/lNAFIRB.jpg  ) because of the simplicity of the materials and the good lighting setup.


    I'm not joking since I know that you are using template texture but honestly, these works far better than some of the custom noisy texture you put... like the stone road ( http://i.imgur.com/ORiraBs.jpg )wich doesn't match with the rest (different color, fat join) or the ceiling http://i.imgur.com/xyUprJ2.jpg) is certainly representative of a bigger problem in this map : The artistical direction seams to be confused. On 3 Different screens,


    Yes it will not remain a SWAT vehicle, it needs to be GIGN you're right.

    I really like the textures you're showing us, Wenceslas had a lot of troubles to find pictures of a stone floor like this one (that's why he made it on zbrush).
    Can you add me on Steam please ? ( http://steamcommunity.com/id/leplubodeslapin )


    Yes, the Opera has been closed for 2 months due to maintenance operations, but small ones (some fabric will cover many of the objects of the map but it's not a construction site). That's why it's a bit half and half (i want to keep the architecture of an Opera but still want to have the best readability i can have).

    Display More
  • Vilham
    • March 17, 2015 at 5:37 PM
    • #15

    leplu you are basically running into the same issues I had in terms of assets, I don't have the technical ability in max to create the assets I needed for my map, which has lead to it running out of steam, definitely advise you find someone but aim at something realistic in terms of detail, don't over do it.

  • TheGuma
    • March 17, 2015 at 5:46 PM
    • #16

    You can try using Propper for certain detail brushes like arcs. It's a tool that allows you to turn .vmf into a model.

    But I'm not sure how it works on shadows, and I'm absolutely clueless on how good it is. Either way, having a model would MOST LIKELY save performance.

  • text_fish
    • March 17, 2015 at 10:00 PM
    • #17

    Good playtest! This map looks pretty hot already, so I look forward to seeing it develop.


    I think it would be good to pull T spawn back closer to the stage so that CT can take a bit more early ground in lobby. There's generally pretty good connectivity between all the routes when you get to know it, so T will be able to respond well wherever CT push, but it'll reduce the amount of "stale-mating" we had tonight.


    You could also do with spreading the hostages a bit further apart I think, that way if there's only one T left they may choose to go an guard the rescue zone rather than try to watch two hossies. This just increases the amount of strats for people to think about.

  • leplubodeslapin
    • March 17, 2015 at 10:56 PM
    • #18
    Quote from Vilham

    leplu you are basically running into the same issues I had in terms of assets, I don't have the technical ability in max to create the assets I needed for my map, which has lead to it running out of steam, definitely advise you find someone but aim at something realistic in terms of detail, don't over do it.

    Yes, Simpler will be better in that case, I really don't want to take ages for the creation of ornaments and sculpted models/textures, the Opéra Garnier is just an inspiration from which i intend to take architectural ideas and design ideas. I really hope someone with the skills needed for that will be interested.


    Quote from TheGuma

    You can try using Propper for certain detail brushes like arcs. It's a tool that allows you to turn .vmf into a model.

    But I'm not sure how it works on shadows, and I'm absolutely clueless on how good it is. Either way, having a model would MOST LIKELY save performance.

    Yes i used propper a while ago it saved my life. But for Opera i learned how to create models with Blender, most of them (the most basic ones) are from me actually, Wenceslas worked on the most complicated (except the car that i made by myself). And yes models are cheaper obviously


    Quote from text_fish

    Good playtest! This map looks pretty hot already, so I look forward to seeing it develop.


    I think it would be good to pull T spawn back closer to the stage so that CT can take a bit more early ground in lobby. There's generally pretty good connectivity between all the routes when you get to know it, so T will be able to respond well wherever CT push, but it'll reduce the amount of "stale-mating" we had tonight.


    You could also do with spreading the hostages a bit further apart I think, that way if there's only one T left they may choose to go an guard the rescue zone rather than try to watch two hossies. This just increases the amount of strats for people to think about.

    I'm 100% with you, I really think i will move back the T spawns closer to the stage and spread the hostages spawn possibilities, it's something that has been made on cs_italy and it makes the map more interesting in terms of strategies. I don't think i'll reorganise a playtest "just" for that (even if it matters), so yes it will be on the next playtest.


    Thank you a lot for you feedback, those are great ideas.

  • RivFader
    • May 10, 2015 at 11:03 AM
    • #19

    Any update on this map? I am really curious about this project.

  • leplubodeslapin
    • May 10, 2015 at 1:46 PM
    • #20

    Thanks for caring about Opera, unfortunately i'm kind of busy recently so i haven't worked that much on the map.
    I worked on the lounge area and a bit on the outside.

    But since i didn't find anybody wanting to work with me on the project, it will be much longer. I consider the project as a learning project, i learn a lot of things and maybe it will never be finished but at least i would have acquired knowledge.

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