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. Vault
  3. Past Contests
  4. Reddit + Mapcore CS:GO Mapping Contest

[WIP] de_coast

  • OrnateBaboon
  • June 22, 2015 at 2:25 AM
  • Squad
    • July 31, 2015 at 4:32 PM
    • #21

    Nice progress! The pointy building still doesn't seem to have enough space for the closest windows and door to be properly useable. Might be the angle though.

    Btw, how did you do the chickens exactly? :)

  • TheGuma
    • July 31, 2015 at 9:56 PM
    • #22
    Quote from OrnateBaboon

    Vaya - The rock walls are not ideal, but the best solution I have for cover in those parts. Previously they were arches, and then bsp walls. Definitely looked worse than the rock walls. I am open to suggestions on a replacement for them.

    Spent time on some important tasks. Like adding caged chickens to eye candy areas!

    [Blocked Image: http://www.skybex.com/home/coast_18.jpg]

    Also got the base down for the T entrance to mid. Looks less gamey now I think. Still a rectangle shape like before - just less obvious. Will do some detailing, and add the cover next.

    [Blocked Image: http://www.skybex.com/home/coast_16.jpg][Blocked Image: http://www.skybex.com/home/coast_17.jpg]

    *Sorry for long-as* quote but okay*

    Haha, the chicken cage, I remember doing it the inefficient way.

    Basically all I did was remove collisions with the cage prop and add a hollow clipping brush around the cage so that the chicken could move around inside it. What's your approach to this may I ask?


    Also, I know this is silly, map looks freaking awesome!

  • OrnateBaboon
    • August 5, 2015 at 6:33 AM
    • #23

    Squad - yeah, will adjust the door and window - is probably too close. The chickens - hopefully be updating map soon to the workshop, so you can decompile map and see the entities and just add them from there. If you want to see now - I can post up a vmf of them.

    TheGuma - See above! I must admit, I am disappointed I never thought of that method. Seems pretty sensible to me!

    Could not live with Vaya's crit about the rock walls, so replaced the obvious candidates with cars. Which then led to a road - and the other bits that go with it. Thinking it is worth adding more road to other areas since it gives a bit more plausibility. Still no 3d skybox yet.

    [Blocked Image: http://www.skybex.com/home/coast_20.jpg]

  • OrnateBaboon
    • August 24, 2015 at 8:37 PM
    • #24

    Still working on this - updated ct spawn - widened it and got rid of an arch that used to be there. Needs more detailing, but better shape and more open.

    [Blocked Image: http://www.skybex.com/home/coast_21.jpg]

    Did a night test to try and distance map more from cs italy. Anyone think this is a better way to go? More work, but might help separate the map more from other maps based in Italy. Opinions on this would be most appreciated, since I don't really know what way is best to go.

    [Blocked Image: http://www.skybex.com/home/coast_22.jpg]

  • Pampers
    • August 24, 2015 at 9:00 PM
    • #25

    You have progressed so much since you first signed up here and made your first posts. Keep it up!

  • Sprony
    • August 24, 2015 at 9:30 PM
    • #26

    I like the second shot better :)

  • Andre Valera
    • August 24, 2015 at 10:17 PM
    • #27

    Go with the night theme, it seems you lit up the environment enough for people to see each other, and I'm sure after a few playtests you can add some extra lights if you need to. If I was to describe a map based on resources used from Italy and Cobble, it would hard to pin it down, at this time your map would be the first night map crafted around those resources that stands out. Well done, by the way.

  • st0lve
    • August 24, 2015 at 11:31 PM
    • #28

    The night one looks sweet, but just make sure that there is enough light in every playable area and that you have good visibility and readability.

  • Bodd Jonar
    • August 24, 2015 at 11:38 PM
    • #29

    https://gyazo.com/a89cbedab479885d04ffd7357a6f7a9b


    That building is frikkin beautiful! And try the night theme!

  • Logic
    • August 25, 2015 at 8:39 AM
    • #30

    The night theme still looks bright enough to make the map easily readable! Go with that one!

  • Single
    • August 25, 2015 at 9:06 AM
    • #31

    As cool as the night theme looks, I just can get past how bright and sunny and happy the day theme is. Whilst they both look terrific, I'm gunna buck the trend and say that the day theme is the way to go.

  • jackophant
    • August 25, 2015 at 9:53 AM
    • #32

    The community is clamouring for a "night map" and that could be a real bonus for you, especially being an original layout rather than a bastardised version of a stock map, and yours is possibly bright enough to make it work...

    But on the other hand, the day scene just looks so right and would probably be preferred competitively. It's not just about being able to see the enemy, it's also about weapons on the floor, how much harder it is to see people against blood splatters, reference points for throwing nades.

    I would personally go for the competitive side of things, but then that's just me and my personal battle against this throwaway mentality the csgo community have for the new maps, partially fostered by the operations.

  • OrnateBaboon
    • September 1, 2015 at 3:25 AM
    • #33

    Unfortunately, I could not submit the updated map in time :(. Disappointed! The map has a few too many small things that need fixing. Really want to get out a new one asap. Hopefully This week.

    Thanks for the comments on the light/dark choice. Regarding the night one, I did a basic test with just the dark sky and light_env. In the areas that already have point lights, I think it looks nicer. However, in the areas without the point lights, and the interiors (really dark fog), the map looks a lot worse. So it will definitely require a decent amount of work to move it over to a night theme, but I think it is probably the best way to go. For now though, I need to fix the smaller things that are making the map a bit rough to play.

  • FMPONE
    • September 1, 2015 at 4:29 AM
    • #34
    Quote from OrnateBaboon

    Unfortunately, I could not submit the updated map in time :(. Disappointed! The map has a few too many small things that need fixing. Really want to get out a new one asap. Hopefully This week.

    Thanks for the comments on the light/dark choice. Regarding the night one, I did a basic test with just the dark sky and light_env. In the areas that already have point lights, I think it looks nicer. However, in the areas without the point lights, and the interiors (really dark fog), the map looks a lot worse. So it will definitely require a decent amount of work to move it over to a night theme, but I think it is probably the best way to go. For now though, I need to fix the smaller things that are making the map a bit rough to play.

    Your entry has been submitted and you can continue to update it throughout the contest if chosen as a finalist.

  • VIOLATION
    • September 2, 2015 at 4:09 PM
    • #35

    Some tiny fixes for you:

    Quote

    [Blocked Image: http://i.imgur.com/ON51KAe.jpg] Floating foliage.[Blocked Image: http://i.imgur.com/XepXNf6.jpg] And also these displacements weren't sewn under the water and the pillars don't reach to the ground. Obviously not super important since you can't see under the water anyways but regardless figured that displacement errors are still displacement errors.

    The visual aspect of this map is incredibly stunning, and while I'd be curious to see how that night version would look and play you've got a really superb map as it is regardless. The tone and lighting are very warming and the architecture is incredibly pleasing to look at. Great work and good luck in the remainder of the contest!

  • P1g3oN
    • September 2, 2015 at 4:19 PM
    • #36

    This is one of my favorite maps in this contest. The map looks epic and the layout feels good.

  • Klems
    • September 3, 2015 at 9:26 PM
    • #37

    Visibility and layout seems nice. I really like the tower in the middle of the map and the area beneath it, it's a nice landmark to have.

    Is this an old map refitted for the contest? I distinctly remember the Long A area, but looking at screenshots in the front page it looks like you made it from scratch.

    http://imgur.com/a/MUqMZ

  • FMPONE
    • September 3, 2015 at 9:30 PM
    • #38

    Congratulations! As a finalist, this map thread has been stickied.

    I'll be providing my feedback in the coming days.

  • General Vivi
    • September 3, 2015 at 11:05 PM
    • #39

    If you want my personal 1 on 1 feedback, let me know, we can jump on mapcore teamspeak this weekend.

  • Vaya
    • September 4, 2015 at 10:16 PM
    • #40

    http://i.imgur.com/CW6pI7O.jpg

    http://i.imgur.com/dQe5DOc.jpg

    This spot here should be fully removed. or at least remove the area behind the crates so terrorists don't have to fully commit to a peek.


    http://i.imgur.com/cRipZlX.jpg

    headpeek on mid. CT side abused the fuck outta this


    Edit- the fountain on the path to B- the bomb got stuck in here. fill with a invisible brush.

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. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 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. Free Music / SFX Resource - Over 2500 Tracks

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

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

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

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™