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cs_shichang

  • LATTEH
  • June 4, 2015 at 3:59 PM
  • Quotingmc
    • July 28, 2015 at 1:43 PM
    • #21
    Quote from El_Exodus

    Needs more vertical illuminated signs and chinese clutter above head-level.

    Looking good so far :)

    I agree, lots of wires and other just stuff.

  • LATTEH
    • August 8, 2015 at 8:56 PM
    • #22

    Been working on the alley route. made a ground brick texture, another sign, another ac unit. I'm almost done with the buildings, Then ill start adding more details like debris and work on the hard models (vehicles).


    [Blocked Image: http://i.imgur.com/zZYJjCF.jpg][Blocked Image: http://i.imgur.com/927kvvS.jpg][Blocked Image: http://i.imgur.com/iZ5HRYM.jpg][Blocked Image: http://i.imgur.com/M1yk1nr.jpg][Blocked Image: http://i.imgur.com/NgglDmF.jpg]


    Also did some work in the hostage area. need to make some textures and a light model / pants model .[Blocked Image: http://i.imgur.com/jmqgBAW.jpg]

    I dont know why i really like the look of this building.

    [Blocked Image: http://i.imgur.com/EWofQRP.jpg]

  • LATTEH
    • August 19, 2015 at 10:22 PM
    • #23

    a little update. Im almost done getting some basic details down on the level, I finished all the buildings in the playable area. i still need to probably create models for the skybox and the background. I dont think i will be able to do that by the end of the contest, but the playable area will look good. I also won't be able to finish the car models i wanted to create also.


    As you can see in some of the shots i didn't finish everything yet, but everything in the playable area will be finished. Lighting could probably use another pass as well.[Blocked Image: http://i.imgur.com/IQvmsLB.jpg]


    [Blocked Image: http://i.imgur.com/bBLoa2a.jpg]

    [Blocked Image: http://i.imgur.com/vR39R9G.jpg][Blocked Image: http://i.imgur.com/vgZYu93.jpg][Blocked Image: http://i.imgur.com/nU1E9rU.jpg][Blocked Image: http://i.imgur.com/Eg3fD29.jpg]

    [Blocked Image: http://i.imgur.com/arvFRn4.jpg]


    A bonus a quick over view of the level.

    [Blocked Image: http://i.imgur.com/ocxRvvS.jpg]

  • Pampers
    • August 19, 2015 at 11:16 PM
    • #24

    More of these sidewalks, and less 16 units brush sidewalks :s Think you could do infinite more with the lighting as well.

    [Blocked Image: http://i.imgur.com/EWofQRP.jpg]

  • LATTEH
    • August 19, 2015 at 11:28 PM
    • #25
    Quote from Pampers

    More of these sidewalks, and less 16 units brush sidewalks :s Think you could do infinite more with the lighting as well.

    [Blocked Image: http://i.imgur.com/EWofQRP.jpg]

    Raise the roads up and use the curb models to separate the road from the sidewalks? Ill try and see what it looks like.


    Anything about the lighting you think I could improve? Use more signs, less light fixtures?

  • LATTEH
    • August 20, 2015 at 6:54 PM
    • #26

    Sorry for posting again. I tweaked the environment lighting and tryed something different with the signs.


    [Blocked Image: http://i.imgur.com/90OojQA.jpg][Blocked Image: http://i.imgur.com/vFn9ZcK.jpg][Blocked Image: http://i.imgur.com/oEiWiZO.jpg]

    Same spot with mat_gray 2[Blocked Image: http://i.imgur.com/6RUbs6m.jpg]


    Lighting looks better?

    worse?

    can't see a difference?!?!

  • jakuza
    • August 20, 2015 at 7:15 PM
    • #27

    That's way better yeah. The backlit signs fit a lot better now, they popped a little too much before, but now they blend.

    Did you tweak the sun angle? I think that it would look the best with direct lighting above street level on the buildings, and ambient below, to increase that dense urban feel you've got going. It looks like that might be what you're aiming for already.

    Also, more mood lighting. That last screen is looking really good, but the middle one still looks kind of uniform. It's probably also hard to get your entire scene lit without much ambient light though.

    That's my take anyway. Good luck man.

  • El_Exodus
    • August 20, 2015 at 7:15 PM
    • #28

    Not enough bling-bling above head level imo. Also there should be more cables hanging aboove the streets.


    [Blocked Image: http://i.imgur.com/RW8WthI.jpg]


    [Blocked Image: http://i.imgur.com/1LAPkH1.jpg]


    €: Also there should be some more wet spots on the street reflecting all the lights to give you the feel of a rainy day, which just ended.

    Sampa was great with all the reflections on the ground:

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  • Pampers
    • August 20, 2015 at 7:40 PM
    • #29

    you could also set up some rules and have it serve some purpose. Highlight entrances and exits or some important locations

  • LATTEH
    • August 20, 2015 at 11:45 PM
    • #30

    I feel bad for posting again. But i used El_Exodus paint over for the street (don't hate me D:) as an example.


    [Blocked Image: http://i.imgur.com/Q9y5rF3.jpg]

    Other direction.

    [Blocked Image: http://i.imgur.com/1rky6jT.jpg]

  • El_Exodus
    • August 21, 2015 at 1:47 AM
    • #31

    Definitely the right way to go if you ask me :P Although there could be even a bit more clutter on the buildings. As long as the playable areas/walls behind players are pretty clean, you shouldn't worry too much about bad visibility. I searched for some reference pics to show, what i have in mind with my feedback.


    Quote

    [Blocked Image: http://www.davidsanger.com/images/shanghai/7-620-9693.nanjinglu.m.jpg]

    [Blocked Image: http://www.hdtimelapse.net/content/HDtimelapse.net_City/HDtimelapse.net_City_5082_hirez.jpg]

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    [Blocked Image: http://previews.123rf.com/images/sepavo/sepavo1406/sepavo140600066/29153149-GUANGZHOU-CHINA-MAY-25-2014-Pedestrians-pass-through-Shangxiajiu-Pedestrian-Street-The-street-is-the-Stock-Photo.jpg]

    [Blocked Image: http://images.nationalgeographic.com/wpf/media-live/photos/000/066/cache/mong-kok-district_6677_600x450.jpg]

    [Blocked Image: https://c1.staticflickr.com/9/8239/8590745598_413154a1a4_b.jpg]

    [Blocked Image: http://i.istockimg.com/file_thumbview_approve/34298760/2/stock-photo-34298760-shopping-street-on-a-rainy-night.jpg]

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    [Blocked Image: http://c8.alamy.com/comp/BB5G4E/khao-san-road-a-shopping-street-in-bangkok-thailand-BB5G4E.jpg]

    Display More
  • LATTEH
    • August 22, 2015 at 1:04 AM
    • #32

    Uploaded a beta build of the map to the workshop if anyone wants to check it out: http://steamcommunity.com/sharedfiles/fi…s/?id=504042679

  • El_Exodus
    • August 22, 2015 at 5:41 AM
    • #33

    As a fellow Mapcorian, i can appreciate that.

    [Blocked Image: http://i.imgur.com/NHCzu90.jpg]

    And as i messaged you already, there will be more feedback in the next 2-3 days. Just don't have enough time today :P

  • El_Exodus
    • August 28, 2015 at 8:00 PM
    • #34

    Took a little longer than planned, but here it is: http://imgur.com/a/iJdD9

    Btw: Did you 5v5 playtest this map? Because it feels like terrorists can easily get into CT spawn without facing the enemy and camp there to get some easy frags.

  • LATTEH
    • August 29, 2015 at 3:37 AM
    • #35
    Quote from El_Exodus

    Took a little longer than planned, but here it is: http://imgur.com/a/iJdD9

    Btw: Did you 5v5 playtest this map? Because it feels like terrorists, can easily get into CT spawn without facing the enemy and camp there to get some easy frags.

    Thank you for taking the time to do this! I can't tell you what it means to me thank you so much! :D


    [Blocked Image: https://i.imgur.com/UuQbJ.gif]

  • vfxNev
    • August 29, 2015 at 11:29 AM
    • #36

    looks really nice! :)

  • El_Exodus
    • August 30, 2015 at 6:38 AM
    • #37

    More: http://imgur.com/a/UVr2A

    €: Already for the updated version btw. Also: You can now solo-boost upon the Bus next to T-Spawn. But if i were you, i wouldn't disable this boost for now. Just so you know and can keep an eye on it if it plays well or not.

  • LATTEH
    • August 30, 2015 at 4:10 PM
    • #38
    Quote from El_Exodus

    More: http://imgur.com/a/UVr2A

    €: Already for the updated version btw. Also: You can now solo-boost upon the Bus next to T-Spawn. But if i were you, i wouldn't disable this boost for now. Just so you know and can keep an eye on it if it plays well or not.

    Huh i didn't realize the bus had collision on the mirrors. But if someone gets up onto it its not dark and you can easily spot players on top of it. Thank you for doing this again! :D


    lol a quarter of the comments on the workshop are asking if this is a remake of the tf2 map koth_king.

  • blackdog
    • September 5, 2015 at 6:02 PM
    • #39

    What I don't like about the lighting here is that it seems to be a very homogeneous base (not fullbright but general lack of contrast) with accent spots from the signs. What I'm thinking is… where's the public illumination in this town?

    I'd go by creating a more solid lighting base and then use the signs to create mood. I'm thinking you might have been distracted by them.

  • LATTEH
    • September 9, 2015 at 12:29 AM
    • #40
    Quote from blackdog

    What I don't like about the lighting here is that it seems to be a very homogeneous base (not fullbright but general lack of contrast) with accent spots from the signs. What I'm thinking is… where's the public illumination in this town?

    I'd go by creating a more solid lighting base and then use the signs to create mood. I'm thinking you might have been distracted by them.

    I tried like you said working on the base then using the signs for accents. Typically with lighting, my theory is less is more, but I had a hard time lighting this level because there is a lot of lights and a lot of different colors. Also I changed the sunlight to a couple hours before dusk so its more bright. With some of these changes It feels less noisy for competitive play also.

    Don't know if I should keep posting in this thread or my old one. Will upload it to the workshop later.

    [Blocked Image: http://i.imgur.com/F9EkVaX.jpg][Blocked Image: http://i.imgur.com/IeFVjF1.jpg][Blocked Image: http://i.imgur.com/wjd5oRY.jpg][Blocked Image: http://i.imgur.com/aiVjGiM.jpg][Blocked Image: http://i.imgur.com/D7DgzL8.jpg][Blocked Image: http://i.imgur.com/QfYveiD.jpg]

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