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de_cetza

  • Muffin
  • April 14, 2015 at 3:13 PM
  • Muffin
    • April 14, 2015 at 3:13 PM
    • #1

    Finally, a map I am going to finish because no one will be there to greatly criticize my layout .


    Thanks to MaanMan for helping with testing, ideas, and overall great helping.

    THEME CHANGE!: Crystal Mining facility!


    UPDATED IMGUR PICTURE ALBUM: http://imgur.com/a/zTo1C


    Workshop Link: (Don't mind the bad screenshot) http://steamcommunity.com/sharedfiles/fi…s/?id=424256104

    For now, please provide feedback

  • jackophant
    • April 14, 2015 at 3:41 PM
    • #2

    Couple of things (from the screenshots)


    Your radar shot need to be taken with "cl_leveloverview <value>". 4 is a good starting point, and you may want to use "cl_leveloverviewmarker 1024" as well to provide a red line square. If you do that you're only a couple of steps away from actually making your radar.


    I'm going to presume you haven't messed with the texture scale, but iirc, each of those full squares on the reflectivity textures is 128x128units (best case scenario, it may be 256 units). In your first screenshot, there are almost 3 full tiles in the narrow part of the path and even more in the large area behind. That's 384 units wide at least, and for reference my widest corridor is 190units.


    I realise that might be a spawn area? But you still have huge sight lines to contend with. The entire map is large and open.


    As it's your first map as well I would stay away from the Aztec theme. It's not a particularly easy thing to research visual resources for and your map will suffer for it.


    GL


    EDIT: oh, and don't think i didn't notice the name is aztec backwards

  • Muffin
    • April 14, 2015 at 7:29 PM
    • #3
    Quote from jackophant

    Couple of things (from the screenshots)

    Your radar shot need to be taken with "cl_leveloverview <value>". 4 is a good starting point, and you may want to use "cl_leveloverviewmarker 1024" as well to provide a red line square. If you do that you're only a couple of steps away from actually making your radar.

    I'm going to presume you haven't messed with the texture scale, but iirc, each of those full squares on the reflectivity textures is 128x128units (best case scenario, it may be 256 units). In your first screenshot, there are almost 3 full tiles in the narrow part of the path and even more in the large area behind. That's 384 units wide at least, and for reference my widest corridor is 190units.

    I realise that might be a spawn area? But you still have huge sight lines to contend with. The entire map is large and open.

    As it's your first map as well I would stay away from the Aztec theme. It's not a particularly easy thing to research visual resources for and your map will suffer for it.

    GL

    EDIT: oh, and don't think i didn't notice the name is aztec backwards

    Display More

    I'm going to build off of the Aztec map theme wise, but you'll be surprised about how little large angles there are. CT spawn has a angle all the way down but that's reallyit. I suggest you take an ingame look . Most of the wide passages are In the non choke point areas that are not meant to be used much

  • jackophant
    • April 14, 2015 at 7:43 PM
    • #4
    Quote from Muffin

    I'm going to build off of the Aztec map theme wise, but you'll be surprised about how little large angles there are. CT spawn has a angle all the way down but that's reallyit. I suggest you take an ingame look . Most of the wide passages are In the non choke point areas that are not meant to be used much


    You might want to build on it, but you can't just make it up. Working from reference is very important, and the point of ruins, is that they're ruins.

  • Muffin
    • April 14, 2015 at 10:11 PM
    • #5
    Quote from jackophant

    You might want to build on it, but you can't just make it up. Working from reference is very important, and the point of ruins, is that they're ruins. Meh. Trust me Itl be ok dude. (Sorry if I sound rude)

  • jackophant
    • April 15, 2015 at 10:57 AM
    • #6
    Quote from Muffin

    You might want to build on it, but you can't just make it up. Working from reference is very important, and the point of ruins, is that they're ruins.

    Meh. Trust me Itl be ok dude. (Sorry if I sound rude)


    It's advice, take it or leave it...

  • Vaya
    • April 15, 2015 at 11:32 AM
    • #7

    Good references lead to a stronger map design- the areas I've build off references and real world theming have always been stronger than the ones 'freehanded'

  • Muffin
    • April 15, 2015 at 2:11 PM
    • #8
    Quote from jackophant

    You might want to build on it, but you can't just make it up. Working from reference is very important, and the point of ruins, is that they're ruins.

    Meh. Trust me Itl be ok dude. (Sorry if I sound rude)


    It's advice, take it or leave it...


    Quote from Vaya

    Good references lead to a stronger map design- the areas I've build off references and real world theming have always been stronger than the ones 'freehanded'

    So do you suggest simply switching themes or attempting to find aztec/ jungle ruins references ...

  • Vaya
    • April 15, 2015 at 2:21 PM
    • #9

    I would stick with it if that's what you want to make.


    there's ton of references out there -


    https://www.google.co.uk/search?q=aztec…ved=0CAYQ_AUoAQ


    remember you don't need to stick to just 'aztec' either. DE_Aztec was more Mayan than anything

  • jackophant
    • April 15, 2015 at 2:33 PM
    • #10
    Quote from Vaya

    I would stick with it if that's what you want to make.


    there's ton of references out there -


    https://www.google.co.uk/search?q=aztec…ved=0CAYQ_AUoAQ


    remember you don't need to stick to just 'aztec' either. DE_Aztec was more Mayan than anything

    Display More


    Another mapcorian is currently trying to make an "aztec" map without obvious references. As with all of those linked pictures, they are all crumbled buildings that were once taller with large amounts of grass around them. I really don't think the theme lends itself to counter strike gameplay at all.


    Small mediterranean towns and business/industry areas are so popular because they naturally lend themselves to what is required. People can get creative ofc, but naturally built up / inhabited areas are just easier to work with.

  • Muffin
    • April 15, 2015 at 3:40 PM
    • #11
    Quote from jackophant

    Another mapcorian is currently trying to make an "aztec" map without obvious references. As with all of those linked pictures, they are all crumbled buildings that were once taller with large amounts of grass around them. I really don't think the theme lends itself to counter strike gameplay at all.Small mediterranean towns and business/industry areas are so popular because they naturally lend themselves to what is required. People can get creative ofc, but naturally built up / inhabited areas are just easier to work with.

    I don't think the guy is working on de_meso anymore (Am I mistaken, is there another guy?) but anyways. I was thinking of making something similar to ruins, with aztec textures but a nice jungle theme. Edit: Another thing is the Italy/inferno/overall populated houses with European area architecture is getting pretty overused. Most maps turn out either with the generic cache like warehouse, or Italy like houses... Besides, I want to do something "new"

  • Bodd Jonar
    • April 15, 2015 at 4:48 PM
    • #12

    Daymn, this looks nice. Bodd approved.

  • Muffin
    • April 15, 2015 at 4:57 PM
    • #13
    Quote from Bodd Jonar

    Daymn, this looks nice. Bodd approved.

    Yay a compliment!

    Are there any layout issues though, or problems you see?

  • Bodd Jonar
    • April 15, 2015 at 5:18 PM
    • #14
    Quote from Muffin

    Yay a compliment!

    Are there any layout issues though, or problems you see?

    Not really, I just love the double angles you can take everywhere, makes it exciting to hold and to attack. The spawns is also great, because you have clear indications of where to go, it just looks great that way. I would have to try it 5v5 for a couple of times before I could give you anything more than that.

  • Muffin
    • April 17, 2015 at 7:39 PM
    • #15
    Quote from Bodd Jonar

    Yay a compliment!Are there any layout issues though, or problems you see?

    Not really, I just love the double angles you can take everywhere, makes it exciting to hold and to attack. The spawns is also great, because you have clear indications of where to go, it just looks great that way. I would have to try it 5v5 for a couple of times before I could give you anything more than that. Should I step it up, finish the clipping, make a better skybox, and then submit for a playtest?

  • Bodd Jonar
    • April 17, 2015 at 7:51 PM
    • #16
    Quote from Muffin

    Yay a compliment!Are there any layout issues though, or problems you see?Not really, I just love the double angles you can take everywhere, makes it exciting to hold and to attack. The spawns is also great, because you have clear indications of where to go, it just looks great that way. I would have to try it 5v5 for a couple of times before I could give you anything more than that.Should I step it up, finish the clipping, make a better skybox, and then submit for a playtest?


    Make floors and walls different textures for the playtest, will be much easier on the eye, but yes, you should do a playtest.

  • flexsta
    • April 17, 2015 at 8:15 PM
    • #17
    Quote from Muffin

    Another mapcorian is currently trying to make an "aztec" map without obvious references. As with all of those linked pictures, they are all crumbled buildings that were once taller with large amounts of grass around them. I really don't think the theme lends itself to counter strike gameplay at all.Small mediterranean towns and business/industry areas are so popular because they naturally lend themselves to what is required. People can get creative ofc, but naturally built up / inhabited areas are just easier to work with.I don't think the guy is working on de_meso anymore (Am I mistaken, is there another guy?) but anyways. I was thinking of making something similar to ruins, with aztec textures but a nice jungle theme. Edit: Another thing is the Italy/inferno/overall populated houses with European area architecture is getting pretty overused. Most maps turn out either with the generic cache like warehouse, or Italy like houses... Besides, I want to do something "new"


    Yes it's true I've stopped working on DE_Meso, because I just got a full time job as an art teacher, and so far my weekends have been quite busy preparing an entire curriculum for the rest of this semester, so I won't have time to focus on mapping for a long time at least, which is sad but even more than level design I love traditional art, so I'm really happy about that.

    I can give you my .vmf if you want to have a look, not that I think you'll need it, but I find that it's always interesting to see how other mappers go about making their maps.

  • Muffin
    • April 17, 2015 at 11:09 PM
    • #18
    Quote from flexsta

    Another mapcorian is currently trying to make an "aztec" map without obvious references. As with all of those linked pictures, they are all crumbled buildings that were once taller with large amounts of grass around them. I really don't think the theme lends itself to counter strike gameplay at all.Small mediterranean towns and business/industry areas are so popular because they naturally lend themselves to what is required. People can get creative ofc, but naturally built up / inhabited areas are just easier to work with.I don't think the guy is working on de_meso anymore (Am I mistaken, is there another guy?) but anyways. I was thinking of making something similar to ruins, with aztec textures but a nice jungle theme. Edit: Another thing is the Italy/inferno/overall populated houses with European area architecture is getting pretty overused. Most maps turn out either with the generic cache like warehouse, or Italy like houses... Besides, I want to do something "new"

    Yes it's true I've stopped working on DE_Meso, because I just got a full time job as an art teacher, and so far my weekends have been quite busy preparing an entire curriculum for the rest of this semester, so I won't have time to focus on mapping for a long time at least, which is sad but even more than level design I love traditional art, so I'm really happy about that.

    I can give you my .vmf if you want to have a look, not that I think you'll need it, but I find that it's always interesting to see how other mappers go about making their maps. No thanks I don't need the vmf. But good luck with your job!

  • Muffin
    • April 22, 2015 at 5:37 AM
    • #19

    I've been doing lots of work too de_cetza and i've made it ready for a playtest. The google drive is here, if you cant open it, please tell me . https://drive.google.com/file/d/0B_k0UF…iew?usp=sharing

    Nav file https://drive.google.com/file/d/0B_k0UF…zdNa3dnUGc/view


    The IMGUR picture album is here: http://imgur.com/a/zTo1C

  • Vaya
    • April 22, 2015 at 8:40 AM
    • #20

    That album is one screenshot

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