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CS_MAX (WIP)

  • TheGuma
  • March 29, 2015 at 2:23 AM
  • TheGuma
    • March 29, 2015 at 2:23 AM
    • #1

    CS_MAX

    In development by Guma, original by SkullHozer


    http://steamcommunity.com/sharedfiles/fi…s/?id=415737907


    The map is set in deserted Arizona warehouse/facility.


    I am looking for general feedback, I will be arranging a Mapcore playtest so you will also be able to write here after it!


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115979013634203/E8486CBF155D699B5BD13D1E99F12047A6588594/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115979013634915/55B33C8ECFCC27D12BE885878BDCD723A25536D0/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115979013634606/D1E1D7DE2EF5F2C50360802BE561D29519A40D95/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115979013635375/FDCBEF363A5B599340FFAFCD923A3485304364F5/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115979013636072/09F8DEBED3B6CA6405CC4666B38AB9E303D7F1CA/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115979013635882/757F43EE25D7669DBBE11CC44C5B44D1B7DC83A4/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115979013635160/543816590296E0BF04D7E140A6C5472350548C03/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115979013636327/1E3B9CE9C55F5EBD334A8E21A087B88A655896E8/]

  • Parkcityfan
    • March 29, 2015 at 2:49 AM
    • #2

    In terms of theme, I would advise not going with the warehouse, and a Japenese Village would be interesting. Also, if you want to find another theme you can go to FMPone's steam forum, and look at his thread for De_Mirage2's theme, a shitload of themes there that are all really good and unused.

  • RivFader
    • March 29, 2015 at 9:11 AM
    • #3

    I can only second Parkcityfan's suggestions, there are some really great themes nobody uses in FMPONE's group.

  • TheGuma
    • March 29, 2015 at 6:57 PM
    • #4

    Updated the main post, check for screenshots.
    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115347323826465/5280187C2D9E8BFA77E5556C55DCFB316A1C8458/]

    Update: 29 Mar @ 8:43pm

    - Added custom palm trees
    - Art pass
    - Optimization pass
    - Brushwork pass
    - Replaced certain boxes with bigger metal boxes
    - Clipping pass


    Let me know if you find any bugs/models not loading, thanks!

  • Logo
    • March 29, 2015 at 8:52 PM
    • #5

    First thing I love the theme which the map is going.

    Second having problem with custom models and textures

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115347324161667/89755D9BBC3170456B625602E434B1E37508A19C/]

  • TheGuma
    • March 29, 2015 at 9:22 PM
    • #6
    Quote from logo

    First thing I love the theme which the map is going.

    Second having problem with custom models and textures

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115347324161667/89755D9BBC3170456B625602E434B1E37508A19C/]

    Ouch... I guess I didn't pack custom textures for models correctly.. Will have to ship an update now, thank you!


    EDIT: Fixed, check now!

  • Logo
    • March 29, 2015 at 11:08 PM
    • #7
    Quote from TheGuma

    EDIT: Fixed, check now!

    It works

  • TheGuma
    • March 31, 2015 at 8:36 PM
    • #8

    This is not an update yet, but I just wanted to keep a track of things I've done so far.

    I've began adding cosmetics.

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115347331646973/B11755DE39E42D9F9FD79552EEC96609D4924A4C/]

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115347331649809/29277BF469AB79604D56AFF3BEE35F9F59177072/]


    The props inside seem to have weird lighting... I'm not sure what's causing it, I'm full compiling the map every time.

    Any clues?

    (You can notice how they stand out ETC)


    Also, cs_max is a small map in comparison... It shouldn't take too long for me to finish it!

  • Muffin
    • April 1, 2015 at 5:05 AM
    • #9

    Wow. Not long at all, you've been at this for what, 2 weeks?

  • TheGuma
    • April 1, 2015 at 7:48 PM
    • #10

    Nope, 4 days!

    The graybox took me 2 hours to make.


    Done some more progress, not final.

    (The theme is finally shaping up)

    Some of the things I've done is making the color palette more dull, I've received some feedback that the sand looked too bright and orange-y.

    [Blocked Image: http://cloud-2.steamusercontent.com/ugc/34115979005760851/93D5AD7C689C0628E8705BEBA944588EC0D559CB/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115979005761463/EE5ADE5912D46A74BCFF2B5FC43F6E15EEE087A3/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115979005761988/2632F50C1899A45420BB283922FAB13B76419FBA/]


    Also, got the shadows fixed too...


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115979002793387/B541162A5EE807D75982902258850F1874A423E8/]


    I compiled the map with -staticproplighting, it takes twice as long now but looks a lot better!

    I'm pretty satisfied with what I was able to do over just a few days.

  • jaydenxs
    • April 1, 2015 at 11:58 PM
    • #11

    I do agree on changing the sand, it did look a little too bright for that particular setting

  • Muffin
    • April 2, 2015 at 1:24 AM
    • #12

    4 days? U folken wot m8?


    Anyways, the map feels a little lacking of some... "pop"/"wow". You should try to add something defining the the map, like a giant tower or something in the middle.

  • shawnolson
    • April 3, 2015 at 4:40 AM
    • #13

    The name of your map and the theme of it... really makes this relevant: http://www.wallworm.net/index.php/topic,1206.0.htmlYou should consider moving it to Max and participating in the contest

  • blackdog
    • April 3, 2015 at 3:32 PM
    • #14

    Ye previously sand looked like HL surface tension's cliffs, much better now.

    Looks very good to me.

    How many maps you developing at the same time???

  • TheGuma
    • April 3, 2015 at 5:06 PM
    • #15
    Quote from Muffin

    4 days? U folken wot m8?


    Anyways, the map feels a little lacking of some... "pop"/"wow". You should try to add something defining the the map, like a giant tower or something in the middle.

    You are right.

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/3411597901…BC36F8A4D38D1B/]


    Quote from shawnolson

    The name of your map and the theme of it... really makes this relevant: http://www.wallworm.net/index.php/topic,1206.0.htmlYou should consider moving it to Max and participating in the contest

    I will consider it, however, I do not have 3dsMax and I have no idea how it works. The trees are modeled with Blender


    Quote from blackdog

    Ye previously sand looked like HL surface tension's cliffs, much better now.

    Looks very good to me.

    How many maps you developing at the same time???

    cs_max, de_oasis, de_russka, de_ascend

  • TheGuma
    • April 3, 2015 at 9:43 PM
    • #16

    Updated the main post, check for screenshots.

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115979013634203/E8486CBF155D699B5BD13D1E99F12047A6588594/]

    Update: 3 Apr @ 11:35pm

    - Art pass.

    - Added more brushwork.

    - Added more props/models.

    - Fixed not being able to climb on the containers while going out of vents.

    - Clipping pass.

    - Changed wallbang properties on certain parts of the map.

    - Replaced some fences.

    - Moved back the truck, replaced it's previous position with a container for better visibility and collisions.

    - Added particle effects.

    - Changed the skybox.

    - Added 3D skybox.

    - Added textures.

    - Made the windows look better.

    - Made the containers more colorful.

    - Added soundscapes and sounds.

    - Replaced Phoenix faction with Anarchists.

    - Replaced ST6 faction with FBI

    - Fixed a bug where you could spawn under ground.

    - Replaced sand texture.

    - Added additional stories to the building (unaccessible).

    - Changed Nav mesh.

    - Changed the map to A3 version.

    - Added a crate in middle based on original verison.

    - Added crates in underpass based on original version.

    - New assets from Train.

    - Improved general gameplay.

    - Compiled the map with -staticproplighting (fixed shadow issues).

    - Improved lighting.

    - Optimization in certain parts of the map.

    Let me know if you find any issues/bugs, thanks!

  • Muffin
    • April 4, 2015 at 3:16 AM
    • #17

    +rep

  • TheGuma
    • April 4, 2015 at 5:53 PM
    • #18

    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/34115979013634915/55B33C8ECFCC27D12BE885878BDCD723A25536D0/]

    Update: 4 Apr @ 7:39pm

    - Optimization (improved performance).
    - Added more props/models.
    - Reduced fog.
    - Improved graphics.
    - Added details outside boundaries (buildings etc).
    - Added more grafitties through-out the map to keep graphical consistency.
    - Fixed some boost spots (climbable boxes).
    - Added lamps.
    - Added flower pots.
    - Repositioned particle effects.
    - Added pipes and poles.
    - Adjusted ambient sounds.
    - Removed unecessary light sources.
    - Toned down brightness on the map.
    - Fixed improper textures.
    - Fixed nodraw being visible from ground level.
    - General improvements.


    Also, keep in mind, I am not working fast, I just spend most of my time (at least 5 to 7 hours a day) on this project. I want it to be finished in time, so I can move on with my other projects (such as De_Oasis). Also, I want to finish it in time since I have holidays at the moment and I do not want to become as fat as the dog in my picture.


    Quote

    I mean, I'm just pretending to be human.


    On the internet, noone knows you are a dog.NOONE.

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