1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

[CS:GO][W.I.P] de_offshore_beta (new name)

  • bEn-
  • April 6, 2015 at 6:31 PM
  • bEn-
    • April 6, 2015 at 6:31 PM
    • #1

    Hi,

    I'm new to this forum and i wanna say hello to everyone. I'm a french Self-taught beginner in mapping and I try to improve the quicker i can

    Please, excuse me for my english if some isn't correct ( and feel free to notice me about ).

    I've changed some things due to feedback from community here and on the workshop, feel free to test it


    So, Let's talk about my first map !


    "This is a beta of a map i'm currently working on. It take place on an Oilrig. I'm looking to make il playable competetively and I love to hear from your feedback. I hope you'll send me plenty records of 5v5 played on this one.Also, If you are talented and like this project, i'm looking for some help! I think about model creation, and optimization ( because this version isn't. ) but feel free to contact me if you have any idea that might improve this. See ya in game ;)"


    The story of the layout !

    I started this layout with only 4 area that were on different height levels. The CT was upper than the 2 bombsites. and the T's were under the 2 bombsite. This is still actual. I wanted to do that because i could make CT go quicker on BP's by a jump, so they will be first on bombsite which is, I guess standard and usefull . So when a CT choose a bombsite by jumping on IT, they will spend far more time to rotate back to spawn and then the other BP. What I was looking for was to get two rotates from A to B. One from CT like standard map, and one from the T spawn which is now closer by jumping, this one remplacing the standart mid rotate.

    The consequence of this choice is a smaller map. that could be really rush fast. I'm not really sure if it is too small or not to competitive play, and i would love your feedbacks about that. I also try to add wallbangs, cause i got the feeling they are dissapearing from counter strike gameplay, and for me, that's a shame ! One consequence of being smaller. I find that it give a much more importance to sound. From my first playtesting on 1v1 and 2v2 ( and also 1v2... ) Players are going for more sneaky and stealth gameplay. ( Yes, they're walking... ).

    So you can find this beta map in the workshop if you wanna try it out! I also want to organized 5v5 to playtest in real conditions, so feel free to add me on steam about that.

    Because i'm learning to master the hammer editor, i've come with a not optimized map at all. and I am also looking for advice and tips to make it smoother. I've looked a lot of tutorials on optimization about hints etc... I understand how to use it in simple area. but in a area like the one i build, i don't know what is the best way to do it.

    Thank you for taking the time to look at this and give me a lot of feedbacks guys


    almost 24/7 de_offshore_beta server : 94.23.203.194:27040

    P.S : By the way, here is the link to the workshop page of this f****** map
    http://steamcommunity.com/sharedfiles/fi…archtext=oilrig

    And a direct download from google drive ( maybe not updated as fast as the workshop ) :

    https://drive.google.com/open?id=0B8AEH…ZZVU&authuser=0


    Update One :

    - Rebrushing some area to get a solid build
    - Change textures a little
    - Remove railing props to a superbe simple textured brush.
    - Adding lights in area that were to dark
    - Change the lower path to B to give more cover to T.
    - Add a little plateforme behind the A door.


    Update Two :

    - Changes the old name "de_oilrig" to the new "de_offshore" because of the old 1.5/1.6 as_oilrig, this awesome VIP map my project was not about

    - Tweek the height of the CT's platform behind B.

  • Muffin
    • April 7, 2015 at 4:59 PM
    • #2

    Sounds like an interesting concept. You can get playtests here:

    Edit: I sound so unenthusiastic.

  • bEn-
    • April 8, 2015 at 12:43 AM
    • #3

    Thank you for the link, i just ask to put me on schedule for the 14 of April. I'm also looking for competetive 5v5 playtest and I find this

    https://docs.google.com/forms/d/1oN2U5…iewform?c=0&w=1that I will also try.
    Can't wait to get feedback and find ways to make it better


    Edit : actually i was so excited to get a response that it didn't bother me at all

  • Muffin
    • April 8, 2015 at 4:30 AM
    • #4
    Quote from bEn-

    Thank you for the link, i just ask to put me on schedule for the 14 of April. I'm also looking for competetive 5v5 playtest and I find this

    https://docs.google.com/forms/d/1oN2U5…iewform?c=0&w=1that I will also try.

    Can't wait to get feedback and find ways to make it better

    Edit : actually i was so excited to get a response that it didn't bother me at all

    yeah, well don't expect responses on your post everyday, sometimes people don't reply for weeks at a time

  • jackophant
    • April 8, 2015 at 3:30 PM
    • #5

    I had a run around on this last night, and I was wondering how many tutorials you'd followed?


    While I like the size of the project and it has some interesting concepts, your brushwork needs a lot of work. You've got gaps all over the place and a lot of <8 units thick brushes.


    The jump over the rails from CT spawn is a nice touch, but it disrupts flow. It's a better idea for some sort of boost or dangerous shortcut, not part of the main flow of the map. Talking of flow, you've got a bit of a maze in places with routes backtracking over the top of somewhere you've just come from.


    And FYI, that doorway to nothing is again, a really bad idea. If you had the intention for a jump there, make a small platform first at least.


    If I were you, I would rebrush the entire map (don't bother with props, fancy cut in doorways, or slumped against a wall civilians who are dead), just really concentrate on getting a more solid build before the 14th. Otherwise people will pick it apart and you want them to focus on testing it, not commenting on the quality.


    For all your railings, if you do rebrush the map, maybe use he railing texture found under the text editor if you type "meas" into the filter.


    GL HF

  • bEn-
    • April 12, 2015 at 5:36 PM
    • #6

    Thank you for the feedback, I'm trying to resolves all thoses problems. I made a bunch of updates to fix things, feel free to test it !
    I'm also going for a server with this map 24/7, a 12slot as soon as possible.

    As MannMan ask, i will give you a Google Drive link for direct download aswell but it might be updated not as fast as the workshop pages

    Googe Drive link : https://drive.google.com/open?id=0B8AEH…ZZVU&authuser=0

  • laminutederire
    • April 12, 2015 at 9:17 PM
    • #7

    Was it intentional to place cool jumps from CT spawn ?

  • bEn-
    • April 13, 2015 at 6:28 AM
    • #8

    Yes, 'cause i love cool things
    ( Like Phoenix playing piano. )

  • laminutederire
    • April 13, 2015 at 7:35 AM
    • #9

    Well I like them even if I failed hardsome times

    About the railing textures, it can be annoying to be shot from underneath especially when you can be shot from other angles too, it feels much riskier than the other paths !

    (By the way like Phoenix doing many things ! )

  • bEn-
    • April 13, 2015 at 1:12 PM
    • #10

    Tell me which jump you find too hard if there is some.

    About the railing textures, i feel the same for some parts. I already change it on the upper path to B from T.

    If another one bother you, tell me

  • laminutederire
    • April 13, 2015 at 10:14 PM
    • #11

    I'll test the new version when I will have a proper Internet access

    They are not too hard but at first I needed two or three tryouts to really get it properly, but it is nice, if this goes into an operation many will fall and die at first,and us here will have a great advantage for a round or two, niark!

  • jackophant
    • April 14, 2015 at 12:32 PM
    • #12
    Quote from bEn-

    Tell me which jump you find too hard if there is some.

    About the railing textures, i feel the same for some parts. I already change it on the upper path to B from T.

    If another one bother you, tell me


    It's not about the jump being too hard, the point is unless it is completely safe there is a chance you could die before the game has even commenced.


    It's not competitive and dangerous/hard jumps should be reserved for high risk / reward situations, and not too many of them.

  • Muffin
    • April 14, 2015 at 2:56 PM
    • #13

    Some of the jumps are way too EASY and screw up timings largely. Make them harder jumps so that it is greatly "risk reward"

  • jackophant
    • April 14, 2015 at 3:30 PM
    • #14
    Quote from Muffin

    Some of the jumps are way too EASY and screw up timings largely. Make them harder jumps so that it is greatly "risk reward"


    we're playing csgo. it's not a 200m hurdle race, we're not spiderman and it's not a kz map.


    Removing most of them would be the better option

  • Vaya
    • April 14, 2015 at 3:37 PM
    • #15

    Yeah in that GDC presentation volcano said 1-2 jumps max per map. Add too many and you're increasing randomness (players have to find these jumps and understand them to add to their gamesense for that map- if that makes sense) and decreasing playability for lower skilled players.

  • Muffin
    • April 14, 2015 at 10:54 PM
    • #16

    What Jackophant said, but if you do happen to keep jumps, make sure they aren't gamebreaking and give a fair reward, instead of simply access to a path that you would already take(Jumping from ct spawn onto Ct to A path which you would already do) (For example, a jump that gives you acces to a non-op ledge two player heights above ground.)

  • Muffin
    • April 19, 2015 at 11:26 PM
    • #17

    Here's some feedback.

    I would refine the timings. A lot of the timings seem a bit off and you should just go through them again and make sure Ct's get at least 1 second before T's enter. And that's barely cutting it.

    Another thing is how unstable the map feels. A lot of places feel very easy to fall off and I end up worrying about not falling instead of killing people. This isn't too much of a problem but take t side a platform. It doesn't have bars and it's also very thin. In fact lots of the paths are very thin and I would try to make em a little wider for more elaborate strategies and space to work with.

    Overall, good job. For how interesting and imaginative the layout is, you've done a great job making it playable

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 2 Guests
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™