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

de_strada

  • jackophant
  • June 7, 2015 at 1:55 PM
  • jackophant
    • June 7, 2015 at 1:55 PM
    • #1

    We're back [Blocked Image: https://migrationtest.mapcore.org/uploads/emotic…mot_biggrin.gif]

    (no code view so I can't remove all the sodding spoilers!)

    Quote

    Spoiler Hey guys,

    @MaanMan and myself are currently working together on our project Strada for the Reddit/Mapcore competition. I'll keep this post updated with our progress for each step of the way [Blocked Image: https://migrationtest.mapcore.org/uploads/emotic…/emot_smile.gif]

    DE_STRADA WORKSHOP de_strada_c7

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

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

    DE_STRADA_C7 ALBUM

    Display More

    de_strada_d2

    Quote

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

    [Blocked Image: http://i.imgur.com/cy6ny5o.jpg]

    de_strada_d8

    Quote

    Spoiler [Blocked Image: http://i.imgur.com/40PGDkp.jpg]

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

    DE_STRADA_D8 ALBUM

    This should hopefully be the last fully greybox version. From here on out it'll be minor gameplay updates and detailing!

    Please leave as much feedback as you can muster, everything is useful and greatly appreciated!

    Thanks guys [Blocked Image: https://migrationtest.mapcore.org/uploads/emotic…/emot_smile.gif]

    Display More

    de_strada_e4

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

    [Blocked Image: http://i.imgur.com/z8aAAIH.jpg]

    DE_STRADA_E4 ALBUM

    As you can see, detailing is well under way and things are taking form very quickly. We're experimenting with a more pinky/dusky lighting for the map and aim to have a custom skybox to better support it too.

    Currently, MaanMan is tackling all the detailing while I texture behind him. I am also working on some custom textures and overlays for us, so look out for shitty packing and black textures soon [Blocked Image: https://migrationtest.mapcore.org/uploads/emotic…mot_biggrin.gif]

  • MaanMan
    • June 8, 2015 at 5:54 AM
    • #2
    Quote from jackophant

    Ignore shitty arches for now, will update later

    Calling de_arches shitty, bro?

  • jackophant
    • June 8, 2015 at 7:41 AM
    • #3

    @MaanMan hahahaha, Freudian slip?! :P

  • Iceberg
    • June 8, 2015 at 4:02 PM
    • #4

    GL HF :D

  • jackophant
    • June 9, 2015 at 12:32 AM
    • #5

    Nearing a play test ready state. Really excited to show you all :)

  • jackophant
    • June 14, 2015 at 6:22 PM
    • #6

    Map is live on the workshop: DE_STRADA

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

  • Quotingmc
    • June 14, 2015 at 6:29 PM
    • #7

    Just saw it, looks great!

  • P1g3oN
    • June 14, 2015 at 8:30 PM
    • #8

    I love how simple it is. If Mirage and Dust 2 had a baby this would be it and my favorite maps are Dust 2 and Mirage. Only thing i don't like there are so many gay corners that CTs can abuse. I would have diagonal walls where they are so they are not so useful.

  • leplubodeslapin
    • June 15, 2015 at 8:13 AM
    • #9

    The 2 playtests were pretty good, even if the layout is very simple it was effective.
    But I just think that the layout is a bit too generic, it could be applied to any kind of environment since it doesn't really use geometry aspects that are uniques to 1 environment. So, don't lock the layout too soon, be open-minded about it when you're gonna detail all this. I mean, if you want, it's just my opinion.

  • jackophant
    • June 15, 2015 at 2:58 PM
    • #10

    Right now it's fairly bare walls with a theme suggested at by props, and very limited architecture because we're really trying to nail gameplay. Are you suggesting we put more architecture into the map to set it's theme better?

    Routes that are currently fairly squared off sections of ramps will be staggered stairs separated by displacements for example. We've had to expand the map a bit as the size became an issue with the 10v10, and no one likes easy flanking. Our battlefronts often took place right on the T side of a bombsite or even deeper into T territory than we would have liked.

  • Muffin
    • June 16, 2015 at 8:44 PM
    • #11

    The bell.

  • P1g3oN
    • June 16, 2015 at 9:53 PM
    • #12
    Quote from jackophant

    Our battlefronts often took place right on the T side of a bombsite or even deeper into T territory than we would have liked.

    Yes I agree the first contact points are off. delaying CTs by a second should fix it for both bombsites.

  • jackophant
    • June 25, 2015 at 10:55 AM
    • #13

    de_strada_d2 now live!

    We're working on a few more changes, especially to mid, but this version has addressed a lot of the size and speed issues from before.

    We won't be publicly playtesting this particular version, but it's not far from what will be.

    PSA: Bell has been disabled :P

    Shiny new B site:

    [Blocked Image: http://i.imgur.com/ssx86kM.jpg]

  • jackophant
    • July 7, 2015 at 3:36 PM
    • #14

    Little pre-playtest tease:

    http://m.imgur.com/a/lb46K

  • Vaya
    • July 7, 2015 at 3:44 PM
    • #15

    Interesting change it mid/garden.

  • Guni
    • July 7, 2015 at 3:57 PM
    • #16

    I think the layout is good, even if it is "Generic", why re-invent the wheel if it works?
    Most gamers want to jump into something that feels familiar and easy to navigate it, people don't like change unless it benefits them haha.


    I'm gonna try and download this with my potato internet and take a look at it properly, and then if I have anything to add, I will do so in this post!

  • jackophant
    • July 7, 2015 at 5:02 PM
    • #17
    Quote from Vaya

    Interesting change it mid/garden.

    Trying as 2 tier mid approach. Seemed to make sense as we couldn't balance the garden. My only concern right now is the ease of backstab from CT, but if Ts are coordinated, it shouldn't be an issue at all (as would be the case for any other map)


    Quote from Guni

    I think the layout is good, even if it is "Generic", why re-invent the wheel if it works?
    Most gamers want to jump into something that feels familiar and easy to navigate it, people don't like change unless it benefits them haha.

    Thanks, in the couple of playtests we've had so far, people seemed to settle very quickly which I would hope is a plus!

  • Guni
    • July 7, 2015 at 5:16 PM
    • #18
    Quote from jackophant

    Trying as 2 tier mid approach. Seemed to make sense as we couldn't balance the garden. My only concern right now is the ease of backstab from CT, but if Ts are coordinated, it shouldn't be an issue at all (as would be the case for any other map)


    Thanks, in the couple of playtests we've had so far, people seemed to settle very quickly which I would hope is a plus!

    I just finished running around the map after the painful experience of downloading 2mb :|

    Honestly, I generally enjoyed it, I enjoyed both bomb sites, the way they were set out and the layout of cover seemed balanced and interesting. The only things I thought might be an issue is how abuse-able that Window to Roof setup would be on A site, the short A to door path being a difficult sneak, and finally the choke point leading into B was rather wide and didn't give much cover and relied solely on long firefights.

    Not sure if I've played an older version, if these are things you are aware of, but otherwise I'm looking forward to future updates and a playtest :D.

  • jackophant
    • July 7, 2015 at 5:41 PM
    • #19

    I'm glad you enjoyed it! :D

    Nothing you've mentioned has been altered for the next version so far, except for maybe the garden>squeaky route to A. The window has been replaced by a pathway which blocks LoS to mid, so sneaking is possible unless CTs get fidgety and restless.

    The open rooftop on A has so far not caused any game breaking problems. It's a bit of a wildcard, and we've tried to keep it as exposed and dangerous as possible. it's a position that seems to work occasionally when you catch people off guard, but repeated use will end badly for CT. T's are able to boost up there via missile pods close by, or by jumping from boxes on A site. They can also hide the T side of the window out of sight for a cheeky angle, or they could push the ladder and hold aggressively. It's set far enough back that you shouldn't be able to camp an obscure angle in an after-plant position.

    The "main" B route, is quite wide yes, but it's not impossible to smoke. The tighter chokepoint is between the arched building and the box with a slight angle cut out of it. We were allowing for T's to smoke their way in and split from that route, similarly to how cache plays with the chequers/vent area. That was what we intended anyway, if it plays differently we ofc have to address that.

  • Guni
    • July 7, 2015 at 11:40 PM
    • #20
    Quote from jackophant

    I'm glad you enjoyed it!

    Nothing you've mentioned has been altered for the next version so far, except for maybe the garden>squeaky route to A. The window has been replaced by a pathway which blocks LoS to mid, so sneaking is possible unless CTs get fidgety and restless.

    The open rooftop on A has so far not caused any game breaking problems. It's a bit of a wildcard, and we've tried to keep it as exposed and dangerous as possible. it's a position that seems to work occasionally when you catch people off guard, but repeated use will end badly for CT. T's are able to boost up there via missile pods close by, or by jumping from boxes on A site. They can also hide the T side of the window out of sight for a cheeky angle, or they could push the ladder and hold aggressively. It's set far enough back that you shouldn't be able to camp an obscure angle in an after-plant position.

    The "main" B route, is quite wide yes, but it's not impossible to smoke. The tighter chokepoint is between the arched building and the box with a slight angle cut out of it. We were allowing for T's to smoke their way in and split from that route, similarly to how cache plays with the chequers/vent area. That was what we intended anyway, if it plays differently we ofc have to address that.

    Sounds like you've dabbled with all these things already and have a pretty good understanding of what you want out of them. I think your right on the A site, its not an over-powered position but it does give an advantage if your ignorant of it. However im curious too see how re-takes work for the site.

    As for B, I didn't really think about smoking it off, my mindset is too Entry Fraggy, so i think you are correct with the smoke grenade but i wouldn't mind seeing a few alternatives to it, such as maybe some small bit of cover in the midst of it all. However I think a nice 5v5 playtest would show whether the strat pays off :)

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

Users Viewing This Thread

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