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

[WIP] DE_STGELLERT

  • June 2, 2015 at 5:29 PM
  • Guest
    • June 2, 2015 at 5:29 PM
    • #1

    Hello Mapcore!

    Our map have a long history of development. It was released initially back in 2014, but never got into operation Vanguard.
    Valve said in their feedback, that the layout has to be changed into a more simple state.

    We spent the past half year by making definitive changes to reach a well balanced competitive play.
    When the deadline of Bloodhound got near we saw the map is playable, but never thought this is an all polished gameplay.

    Simply we ran out of time to playtest it more.

    http://steamcommunity.com/sharedfiles/fi…s/?id=403493445

    =================================================================================================================

    =================================================================================================================

    -Aug 19th

    =================================================================================================================

    -On July 23th we released the update and held a test.

    Name change: To prevent confusion and to dissever new developments.
    Drastic layout changes: Aimed to fix vertical difficulties in gameplay, to redesign middle combat and to implement more fun options to players.
    Compatibility fix: Servers now able to run the original and this version successively without errors, because the content of the map has been separated by path names.

    =================================================================================================================

  • jackophant
    • June 2, 2015 at 5:53 PM
    • #2

    Not sure how I feel about this, seeing as you even received feedback straight from Valve and it's basically finished...

    But, rules say no operation approved mappers, so good luck I guess! You'll be waiting a long 3 months to hear results

  • LapnLook
    • June 2, 2015 at 6:59 PM
    • #3

    well, I guess we have the winner here :P

  • 2d-chris
    • June 2, 2015 at 7:09 PM
    • #4

    I don't think the intention is to add pretty much finished maps in for the contest, still, obviously the map looks very good indeed :)

  • Vaya
    • June 2, 2015 at 7:13 PM
    • #5

    Well it looks very pretty but it's so over complicated it's unreal. If this is the simplified version...

    You could probably removed 1/2 the rooms and connectors and still have a big map. I think you should be focusing on reducing the map to what it needs rather than having every possible pathway.

  • FMPONE
    • June 2, 2015 at 7:17 PM
    • #6

    There is no problem with this entry to the contest. It needs work in some ways, as has been discussed, so we shall see if enough work is put into it, won't we? :)

  • 2d-chris
    • June 2, 2015 at 7:46 PM
    • #7

    My only concern is it's not a fair contest, time is a factor - it will discourage people from starting from scratch if people can enter almost finished work?

  • Vorontsov
    • June 2, 2015 at 7:56 PM
    • #8

    I'm not sure how I feel about this to be honest, on one hand it is completely legitimate to submit this, but on the other hand it feels like you will eventually get into an operation because I get the feeling that is what valve was trying to push with giving you feedback, that and you having worked on this for such an incredible amount of time incl having 21k workshop subscribers it feels like that doesn't fit the criteria of unknown people trying to leave their mark in the cs community since you alredy have such a big one left behind with such a map, just my 2 cents

  • RaVaGe
    • June 2, 2015 at 8:39 PM
    • #9

    Well that's good I love competition, especially when I have a huge disadvantage :D , starting from scratch is not the best idea tho.

  • not-a-ninja
    • June 2, 2015 at 9:15 PM
    • #10
    Quote from r.man MMXV

    Our map have a long history of development. It was released initially back in 2014, but never got into operation Vanguard.
    Valve said that in their feedback, the layout has to be changed to be more simple.

    We spent the past half year by making definitive changes to reach a well balanced competitive play.
    Valve didn't provided more feedback for us since, so we hope that Mapcore can help us to get more results how we can improve it.

    Hey man, I've seen your map on the workshop and always thought it was pretty great. It's good to see you entering here, and makes me wonder what other more well known maps will show up.

    I have a question for you though, when you got feedback from Valve, did they contact you or did you reach out to them?

  • Guest
    • June 2, 2015 at 11:58 PM
    • #11

    Thank you everyone for expressing your thoughts towards our entering!

    We don't wanted to ruin fair competition here at all, so let me say what i think why Gellert maybe isn't such a fearsome competitor:

    The fact it's visually pretty much finished brings a time penalty on us, because you can change a rough shell faster than an all detailed scene.
    Secondly, if you saw FMPONE's GDC presentation about CSGO level design theory, and if you look at the layout of Gellert you know the map still have problems related to verticality.

    If everybody still thinks this entry is wrong, maybe We can leave and think alternatives. Let us know.

  • Guest
    • June 3, 2015 at 12:03 AM
    • #12
    Quote from not-a-ninja

    Hey man, I've seen your map on the workshop and always thought it was pretty great. It's good to see you entering here, and makes me wonder what other more well known maps will show up.
    I have a question for you though, when you got feedback from Valve, did they contact you or did you reach out to them?

    Hey! I think it's not normal to receive feedback from Valve on a project, but because of the circumstances they gave us one. And yes they contacted us via workshop.

  • not-a-ninja
    • June 3, 2015 at 12:19 AM
    • #13
    Quote from r.man MMXV

    Hey! I think it's not normal to receive feedback from Valve on a project, but because of the circumstances they gave us one. And yes they contacted us via workshop.

    Wow! Seems like they really think your map has potential then. Good luck!

  • Guest
    • June 3, 2015 at 12:28 AM
    • #14
    Quote from Vaya

    Well it looks very pretty but it's so over complicated it's unreal. If this is the simplified version...

    You could probably removed 1/2 the rooms and connectors and still have a big map. I think you should be focusing on reducing the map to what it needs rather than having every possible pathway.

    I agree, this is the aspect we could still work on.

  • Vaya
    • June 3, 2015 at 8:58 AM
    • #15
    Quote from r.man MMXV

    I agree, this is the aspect we could still work on.

    Could I suggest you rename this new build while you're at it? De_Gellert or De_Hotel sounds a lot more 'counterstrike-eske' in terms on naming.

    It would also separate the old build of the map from the new one so people approach with a fresh perspective.

  • Vorontsov
    • June 3, 2015 at 11:13 AM
    • #16
    Quote from r.man MMXV

    Thank you everyone for expressing your thoughts towards our entering!

    We don't wanted to ruin fair competition here at all, so let me say what i think why Gellert maybe isn't such a fearsome competitor:

    The fact it's visually pretty much finished brings a time penalty on us, because you can change a rough shell faster than an all detailed scene.
    Secondly, if you saw FMPONE's GDC presentation about CSGO level design theory, and if you look at the layout of Gellert you know the map still have problems related to verticality.

    If everybody still thinks this entry is wrong, maybe We can leave and think alternatives. Let us know.

    Don't leave, just expressing my opinion :)

  • 2REK
    • June 3, 2015 at 11:34 PM
    • #17

    I'm not pro but i think contest should not be about winner but about trying to create quality content.

  • crowbAr
    • June 4, 2015 at 7:18 PM
    • #18

    I also think its a bit unfair, but leaving the contest completely is also unfair for you I think.

    But I have an off-topic question you dont have to answer: Did Valve just contact you and told you that your map was a potential candidate for an Operation but that it didnt meet their requirements or whatever OR did you somehow contact Valve and dunno asked them about it XD? I'm just curious about this :)

  • VIOLATION
    • June 4, 2015 at 9:53 PM
    • #19

    I really don't see too much of a problem with this submission. I always had thought this never received the full attention it deserved when it was originally released honestly. It's simply amazing to look at although I have never actually played a comp match on it. Hope to see some new things come out of Gellert during this contest.

  • Guest
    • June 4, 2015 at 10:28 PM
    • #20
    Quote from 2REK

    I'm not pro but i think contest should not be about winner but about trying to create quality content.

    Yee.. somehow mixing competition and art never felt right to me. Maybe this have to do something with your statement.

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. CEDIA Expo 2026 Denver

    sensationsexhibits
    July 7, 2026 at 2:17 PM
  2. Exhibition stand contractor in Munich | Booth Constructor

    boothconstructor
    July 7, 2026 at 12:45 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. Any of the old guard still around? D:

    Thrik
    June 20, 2026 at 10:11 PM
  7. Free Music / SFX Resource - Over 2500 Tracks

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

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

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

    MrTrane18
    June 1, 2026 at 7:46 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™