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de_port_go (remake of original de_port)

  • MR_R3TR0MAN
  • May 10, 2015 at 9:20 AM
  • MR_R3TR0MAN
    • May 10, 2015 at 9:20 AM
    • #1

    Hello MapCore developers! Last year I decided to reborn unfairly forgotten map de_port from original Valve's Counter-Strike:Source.


    This were my favorite map from CS:S so I used original layout and rebuild huge open areas to provide better navigation. So this map feels comfortable for close quarters, and of course for snipers duels. I'm in progress so long, I still need to get rid of bugs, add some new background and etc, so I need support from people who have experience in map design, that's why i'm here ! Please feel free to comment, recommend what to change, fix, all your feelings about this project. Also I know, factory and industrial theme is getting boring for the last time, so I've tried to make more "soft" atmosphere, so don't forget to comment about lighting. Enjoy!


    Steam Workshop link: http://steamcommunity.com/sharedfiles/fi…625&searchtext=


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2961583143…7AE9A3C7DE98FF/]


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2961583143…2DC484E8BAA354/]


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2961583143…826E4FE7D4DA8E/]


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2961583143…CF02F1D77B6C0E/]


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2961583143…EF066C7CA429F1/]


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2961583143…DA6A9EE64C1E82/]


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2961583143…DA6A9EE64C1E82/]


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/2961583143…9E4CA5CB375913/]

  • Radu
    • May 10, 2015 at 10:07 AM
    • #2

    It looks like you threw in every prop you could find, even if some didn't make sense to be there. I don't know what you meant by "soft atmosphere", but the environment is really messy and visually hard to read. Lighting doesn't help either; it's really bland and doesn't aid you to navigate the map any better.


    I never liked de_port due to it's immense size, but it was nice to see a more open map in a sea where most were designed like a canyon. You should remake it from scratch and reduce it's size/change some areas so that it supports a wider variety of weapons. Make a prop palette that make sense beforehand and stick to it. Also, use cleaner textures to improve readability and light up paths/entrances to guide the player.

  • dsillman2000
    • May 10, 2015 at 3:47 PM
    • #3

    I think it looks really good, but I think most of the interiors look great. The outdoor areas are very messy so I would recommend cleaning up those areas. In addition, I can see people getting lost in the map because of its size, so try adding elements that will help lead players to the right locations/bombsites. Bright/large indicators are a real help!


    Overall, it looks really good, but to be playable, needs some adjustments.


    Thanks,

    -D.S.

  • MR_R3TR0MAN
    • May 10, 2015 at 3:51 PM
    • #4
    Quote from dsillman2000

    I think it looks really good, but I think most of the interiors look great. The outdoor areas are very messy so I would recommend cleaning up those areas. In addition, I can see people getting lost in the map because of its size, so try adding elements that will help lead players to the right locations/bombsites. Bright/large indicators are a real help!


    Overall, it looks really good, but to be playable, needs some adjustments.


    Thanks,

    -D.S.

    Display More

    I'm keeping this in mind. Thank you!

  • Muffin
    • May 10, 2015 at 11:53 PM
    • #5

    It, it's beautiful

  • El Moroes
    • May 11, 2015 at 12:05 AM
    • #6

    You put a lot of work in this map, it's fully detailled and clean but I agree with what dsillman2000 said ; add some landmarks and sometimes be careful with the readability in some areas.

  • dsillman2000
    • May 11, 2015 at 1:14 AM
    • #7

    There's not any chance you are going to post a radar for this, is there? I think I fit into the small crowd that hasn't memorized the layout perfectly, so I think it would be helpful to a critic if they could see the overview. I predict this won't be easy with such an elevation-varying map(or maybe that's just me being bad at making radars), so plan your radar so that it will reveal as much about the map as possible.

  • Klems
    • May 11, 2015 at 3:16 AM
    • #8

    Port was probably one of worst map of CS:S, along with compound, it's a good thing you tried to make it competitive. I kinda miss the boat and silo from the original version, now they're replaced with boring warehouses. But then again port was terrible so I guess that's a necessary evil.


    Your map is a bit noisy, it seems like you tried to stuff as many props as you could. There are accessible yet unclimbable ladders, ammo crates in a harbour, pipes coming out from anything, the CT boat doesn't fit your map.

    There's too many colors in most areas. I'd avoid using props if their colors doesn't fit the scene. It can help to take screenshots and apply heavy gaussian blur so you can see the dominant colors.


    It was hard to find my way through the map, probably because of the lack of radar and the fact that most areas looks the same. Add more landmarks in your skybox, more cranes would be nice.


    You can see behind some props in some places, add black brushes inside so you can't see through. This is especially important in bombsites, I'm thinking about the ammo crates from mirage here.


    EDIT: also lots of breakable glass doesn't work well. Either there's no debris or the glass becomes black.

    My post came off as negative but overall it's a very pretty map, lots of details, interiors especially are great. With some work it can be a great map.


    Quote from dsillman2000

    I predict this won't be easy with such an elevation-varying map...

    Bind +moveup and +movedown and use it when you're making screenshots for your radar. You can use it to move up or down during noclip (also ladders?), which also change the plane at which things are rendered when making the radar.

  • ElectroSheep
    • May 11, 2015 at 1:59 PM
    • #9

    Some props are not reflected in the water (like the small boat) you can change this in their properties.

  • blackdog
    • May 11, 2015 at 2:39 PM
    • #10

    I quite like it, but could be improved.

    Firstly some interiors seem a bit dark from the screens. Also as it's been said, no landmarks to refer to, I'd texture different warehouses of same colour, at least in the same area, so you can have call-out references. And numbers decals on them.

    I read you removed the ship, that's a bit sad, always felt too open and inaccessible, but I think could have been improved instead.

    As well as making it a smaller map altogether could be only positive.

    Really like what it's the new middle and in general the graphics, although seems a bit busy.

  • TheGuma
    • May 11, 2015 at 3:52 PM
    • #11
    Quote from El Moroes

    You put a lot of work in this map, it's fully detailled and clean but I agree with what dsillman2000 said ; add some landmarks and sometimes be careful with the readability in some areas.

    Detailed? Yay.

    Clean? Nay.


    That's my point here, it seems like simplicity was overlooked by detail which is the props. Sometimes having too many "warehouse" details cramped into one area look bad, makes the fade in more obvious from distance (and if there's no fade in - rip fps).

  • Juxtapo
    • May 11, 2015 at 4:16 PM
    • #12

    Nice looking map!


    I like how lots of people are going back to cs:s/1.6 and making more open maps. More fun gameplay IMO than the SMG rush hell that people were doing before.


    As for the props, I think it's fine, just maybe use more "basic" looking props when they're intended to be used as cover. If you look at some of FMPONE's newer maps, you'll see that the bulk of the complex detail is above player height, or nonaccessable by the player, which improves visibility greatly, while keeping a lot of detail. So my suggestion would be, change some of the busy looking props like the palette stacks to crates and maybe work in some more natural brushwork cover.


    Good luck!

  • Vaya
    • May 11, 2015 at 8:28 PM
    • #13

    My framerate drops to >100 on this map. normally it's 250-299ish

  • laminutederire
    • May 11, 2015 at 11:27 PM
    • #14
    Quote from Vaya

    My framerate drops to >100 on this map. normally it's 250-299ish

    What's your secret?

  • Vaya
    • May 12, 2015 at 8:43 AM
    • #15
    Quote from laminutederire

    What's your secret?

    eh?

  • MR_R3TR0MAN
    • May 12, 2015 at 9:40 AM
    • #16
    Quote from Radu

    It looks like you threw in every prop you could find, even if some didn't make sense to be there. I don't know what you meant by "soft atmosphere", but the environment is really messy and visually hard to read. Lighting doesn't help either; it's really bland and doesn't aid you to navigate the map any better.


    I never liked de_port due to it's immense size, but it was nice to see a more open map in a sea where most were designed like a canyon. You should remake it from scratch and reduce it's size/change some areas so that it supports a wider variety of weapons. Make a prop palette that make sense beforehand and stick to it. Also, use cleaner textures to improve readability and light up paths/entrances to guide the player.

    I'l try to reduce props, make it much cleaner. I agree with you that lots of props are not on their places. I keep that in mind thank you!

  • MR_R3TR0MAN
    • May 12, 2015 at 9:43 AM
    • #17
    Quote from dsillman2000

    I think it looks really good, but I think most of the interiors look great. The outdoor areas are very messy so I would recommend cleaning up those areas. In addition, I can see people getting lost in the map because of its size, so try adding elements that will help lead players to the right locations/bombsites. Bright/large indicators are a real help!


    Overall, it looks really good, but to be playable, needs some adjustments.


    Thanks,

    -D.S.

    Display More

    Thank you too! I will add landmarks to navigate players, also there's a chance that i will make global lighting brighter.

  • MR_R3TR0MAN
    • May 12, 2015 at 9:45 AM
    • #18
    Quote from El Moroes

    You put a lot of work in this map, it's fully detailled and clean but I agree with what dsillman2000 said ; add some landmarks and sometimes be careful with the readability in some areas.

    I keep it in mind

  • MR_R3TR0MAN
    • May 12, 2015 at 9:47 AM
    • #19
    Quote from dsillman2000

    There's not any chance you are going to post a radar for this, is there? I think I fit into the small crowd that hasn't memorized the layout perfectly, so I think it would be helpful to a critic if they could see the overview. I predict this won't be easy with such an elevation-varying map(or maybe that's just me being bad at making radars), so plan your radar so that it will reveal as much about the map as possible.

    Overview will be available on the next update. Thank you!

  • MR_R3TR0MAN
    • May 12, 2015 at 9:55 AM
    • #20
    Quote from Klems

    Port was probably one of worst map of CS:S, along with compound, it's a good thing you tried to make it competitive. I kinda miss the boat and silo from the original version, now they're replaced with boring warehouses. But then again port was terrible so I guess that's a necessary evil.


    Your map is a bit noisy, it seems like you tried to stuff as many props as you could. There are accessible yet unclimbable ladders, ammo crates in a harbour, pipes coming out from anything, the CT boat doesn't fit your map.

    There's too many colors in most areas. I'd avoid using props if their colors doesn't fit the scene. It can help to take screenshots and apply heavy gaussian blur so you can see the dominant colors.


    It was hard to find my way through the map, probably because of the lack of radar and the fact that most areas looks the same. Add more landmarks in your skybox, more cranes would be nice.


    You can see behind some props in some places, add black brushes inside so you can't see through. This is especially important in bombsites, I'm thinking about the ammo crates from mirage here.


    EDIT: also lots of breakable glass doesn't work well. Either there's no debris or the glass becomes black.

    My post came off as negative but overall it's a very pretty map, lots of details, interiors especially are great. With some work it can be a great map.


    Bind +moveup and +movedown and use it when you're making screenshots for your radar. You can use it to move up or down during noclip (also ladders?), which also change the plane at which things are rendered when making the radar.

    Display More

    As for "boring" warehouse i think they fit in this map theme. They perfectly can surround bombplace to make that zone more competitive. If you remember the original map was about oil port, so that's why there's pipes everywhere. But i admit your notes about ammo crates and cranes. Thank you!

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