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[WIP] de_coast

  • OrnateBaboon
  • June 22, 2015 at 2:25 AM
  • P1g3oN
    • September 4, 2015 at 10:42 PM
    • #41

    Played 2 games on the map. I think you should delay ct for a bit in mid somehow. Cause Ct's get the 2 connectors to bombsites for free. Right now it's really hard to go from mid to anywhere because it's so easy for CTs to hold.

  • FMPONE
    • September 4, 2015 at 10:49 PM
    • #42

    Any possibility we will see the night version in time for the deadline?

  • OrnateBaboon
    • September 4, 2015 at 11:32 PM
    • #43

    Thanks for feedback and comments guys.

    Vivi - new one which will be arriving sometime next week will have a lot of stuff fixed. If possible, would be great to go through that build. Would be most useful!

    Klems - really appreciate you taking the time to post some images. Will take a look at Bourg and the other maps and post some stuff soon.

    Vaya - mid has been reworked a little, so will see what the feednback is on the adjustment.

    P1g3oN - Build I am working on has slightly different timing - hopefully better!

    FMPONE - I don't think it will be possible before the deadline to get the night one in. I am working crazy hours on the map atm to get it as solid as possible. I think I will know more for definite early next week.

    If it was just a case of changing the light_env and the skybox texture, it would be easy - but the fog made the 3D skybox stuff look weird, and changing it to other colours and distances to look good in the 3D sky, meant that the 3D skybox towers in the main map then looked broken. The areas without point lights also looked bad, but those will be easy enough. So it was just a case of prioritising other stuff first, before spending some proper time on changing it to night.

  • FMPONE
    • September 4, 2015 at 11:39 PM
    • #44

    I think the night theme is important. I'm going to write more very very soon, but I don't think you want to skip that step.

    Am I giving you enough of a *wink* *wink*

    Do I need to be more obvious? Get that night theme in there.

  • jakuza
    • September 5, 2015 at 7:53 PM
    • #45

    Hey, I checked out the map today. It looks fantastic, and I couldn't honestly find much to crit, but here they are anyways: http://imgur.com/a/fvAzp

    I also saw the water in the 3d sky break a few times, but I think it's a source problem.

  • FMPONE
    • September 6, 2015 at 9:06 AM
    • #46

    feedback album

    http://imgur.com/1TS9gTM,yBdcAb…Gqarr,l3f1VYQ#0

  • Bodd Jonar
    • September 6, 2015 at 12:20 PM
    • #47

    http://images.akamai.steamusercontent.com/ugc/6916554747…1DB792126680F5/

    http://images.akamai.steamusercontent.com/ugc/6916554747…14C769C342936C/

    If I peek one of the angles I am exposed to the other one, I suggest that you remove the boxes to the left of the opening, or fill the whole area with boxes and remove the ability to stay behind them, making it look like a curved wall. And fix the playerclip by the railings in B, super annoying! Other than that I feel the layout is pretty amazing. B reminds me alot of mill, and it is nice to see a map where middle is super important for CT's, that little sewer passage is gold and control of middle for CT's gives T's two less paths to go.


    http://images.akamai.steamusercontent.com/ugc/6916554747…6756AF95FB787D/

    This room seems useless, and it is easy to be fooled by the minimap, the first time i ran around the map I thought it lead to the long pathway above it in the minimap. Regarding areas to save weapons, there are several spots in the map already, no need for that room.


    http://images.akamai.steamusercontent.com/ugc/6916554747…9F17663396A346/

    The T's have to check Pit and the corner where I am, again T's have to gamble and go into a 50/50 chance of choosing the right place I am camping.

    http://images.akamai.steamusercontent.com/ugc/6916554747…D8106395689F02/

    i suggest you move the crate to the right, all the way to the corner (of the house, not all the way to the right, don't wanna block off vision down ramp at the right, that way T's can clear that corner first and then clear pit. I really like pit and think it should stay, just like on inferno, it works for both teams, it is good for CT's, and also good for T's post plant. Your pit doesn't seem as broken as inferno's pit tho (Valve still haven't fixed the blue texture in pit, it's been three years you lazy.)

  • sleepysock
    • September 6, 2015 at 10:45 PM
    • #48

    Awesome map, my favorite of the finalists. Well done!

    I agree with the feedback from FMPONE and others regarding the dead zones on the map, all except for the pit at B; it may not be necessary, but I like it.

    Image: Overlapping brushes at CT > B. The foliage on the left fades a little too soon in this connector as well.

    Looking forward to seeing the final version of de_coast!

  • OrnateBaboon
    • September 12, 2015 at 6:01 AM
    • #49

    Really appreciate the feedback guys, been working on a lot of stuff based on this and the reddit posts. Heat maps etc from the tests for those that like that kind of thing.

    http://demo.ehvag.de/#55eb11916e8df…e8dfd4a22ede580

    Also got some other issues reported from a really helpful guy - images here:

    http://imgur.com/a/XbK9B

    Got really burnt out fixing/improving stuff based on feedback yesterday. Still wanted to do work on the map, so did some first pass stuff of the night setting. Bit dark/flat in some places, but I need to get the point lights in to sell each area first, then start to tweak them along with the fog. I will be doing more over weekend, so will post more images.

    [Blocked Image: http://www.skybex.com/home/coast_23.jpg][Blocked Image: http://www.skybex.com/home/coast_24.jpg][Blocked Image: http://www.skybex.com/home/coast_25.jpg][Blocked Image: http://www.skybex.com/home/coast_26.jpg]

  • OrnateBaboon
    • September 13, 2015 at 5:14 AM
    • #50

    Did some skybox testing in one of the more open areas - all the settings are the same - just changed the sky with the sv_skyname command.

    [Blocked Image: http://www.skybex.com/home/coast_27.jpg]

    [Blocked Image: http://www.skybex.com/home/coast_28.jpg][Blocked Image: http://www.skybex.com/home/coast_29.jpg]

    Anyone have any preferences for the best type to go for? I think these are the maximum ranges that can be had while keeping the dark theme. Will tweak things depending on what one is best.

  • FMPONE
    • September 13, 2015 at 9:38 AM
    • #51

    2 or 3 are both good

  • Lizard
    • September 13, 2015 at 10:34 AM
    • #52

    3rd is the best in my opinion. Curious how 2nd one would look with changed light_environment values.

  • Radu
    • September 13, 2015 at 10:37 AM
    • #53

    2nd offers much needed colour variation.

  • Quotingmc
    • September 13, 2015 at 11:40 AM
    • #54

    2nd has loads more colour. Like it a lot more personally.

  • MTCyclone
    • September 13, 2015 at 12:00 PM
    • #55

    Personally, i think the 3rd one looks the best.

  • Puddy
    • September 13, 2015 at 12:18 PM
    • #56

    I think the 3rd looks best mostly because the lighting matches it, but the 2nd one can work well if the lighting is tweaked, which may prove tricky.

  • Squad
    • September 13, 2015 at 12:35 PM
    • #57

    2 and 3 are both nice, although I prefer 3. I'd go with that one :)

  • Bodd Jonar
    • September 13, 2015 at 1:37 PM
    • #58

    Where do you find skyboxes like that? THe game has like 10 skyboxes total ): The 2nd one and third one looks badass.

  • DooM
    • September 13, 2015 at 2:09 PM
    • #59
    Quote from Bodd Jonar

    Where do you find skyboxes like that? THe game has like 10 skyboxes total ): The 2nd one and third one looks badass.

    https://facepunch.com/showthread.php?t=1363856

  • Klems
    • September 13, 2015 at 2:14 PM
    • #60

    Third one for sure. If your level lacks color add some with sprites and lights.

    Otherwise we should see the second one with a proper light_env! The lighting doesn't match the skybox so it's hard to juge.

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