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[WIP] de_abyss

  • jd40
  • June 22, 2015 at 12:23 PM
  • jd40
    • June 22, 2015 at 12:23 PM
    • #1

    A map set in an industrial / R & D / experimental complex. Inspiration comes from socialist architecture, black mesa and modern office buildings.

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    Layout

    [Blocked Image: http://i.imgur.com/Vc9bybx.png]

    [Blocked Image: http://i.imgur.com/90MWvmp.jpg][Blocked Image: http://i.imgur.com/TAQe2th.jpg][Blocked Image: http://i.imgur.com/l453YLZ.jpg][Blocked Image: http://i.imgur.com/xVOyZop.jpg]

    You can find more screenshots on the workshop page.

    Workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=497563692

  • Vaya
    • June 22, 2015 at 1:10 PM
    • #2

    looks very nice!

  • blackdog
    • June 22, 2015 at 3:30 PM
    • #3

    It's looking pretty, but without player reference seems a bit cramped. The abyss is "can't see shit captain" type of area. On steam I only see the minimap

  • jd40
    • June 22, 2015 at 3:53 PM
    • #4
    Quote from blackdog

    On 6/22/2015 at 4:30 PM, blackdog said: It's looking pretty, but without player reference seems a bit cramped. The abyss is "can't see shit captain" type of area. On steam I only see the minimap

    You can't actually go into the abyss, it's just a setpiece. You can jump in tho. (and get killed by a 400 dmg trigger hurt)

    Here's the closest i've got to a minimap and some hammer view player references.

    Quote

    Spoiler [Blocked Image: http://i.imgur.com/oqxW72c.jpg][Blocked Image: http://i.imgur.com/6pu5uP0.png][Blocked Image: http://i.imgur.com/OgV6X3L.png][Blocked Image: http://i.imgur.com/z5hDyTU.png]

    [Blocked Image: http://i.imgur.com/YH8Zb5E.png]

  • Vaya
    • June 22, 2015 at 4:16 PM
    • #5

    looks pretty huge, might just the overview screenshot though.

  • jackophant
    • June 22, 2015 at 6:01 PM
    • #6

    wow, yeah I'd probably stop detailing and get that greyboxed area tested asap. It looks like a labyrinth and the flank will be too strong to be fun.

  • jd40
    • June 22, 2015 at 10:21 PM
    • #7
    Quote from jackophant

    wow, yeah I'd probably stop detailing and get that greyboxed area tested asap. It looks like a labyrinth and the flank will be too strong to be fun.

    Which flank do you mean? the overview really doesn't show much. It looks like a labyrinth because it's on multiple levels. I've been holding off detailing that area because it feels off, especially that window. The playtesters liked the window tho. I'm conflicted if I should just remove the whole B window area. It certanly gives Ts more options.

    Quote

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

  • blackdog
    • June 22, 2015 at 11:43 PM
    • #8

    I would think players always like overpowered spots, unless they are serious.

  • jd40
    • June 26, 2015 at 6:31 PM
    • #9

    Mostly been working on the layout lately. Here's the current one.

    Quote

    [Blocked Image: http://i.imgur.com/NVk3IxA.png]

    This is a quick picture just showing how those catwalks near B look like

    Quote

    [Blocked Image: http://i.imgur.com/p0VodGr.jpg]

  • DooM
    • June 26, 2015 at 6:58 PM
    • #10
    Quote from Symix

    Mostly been working on the layout lately. Here's the current one.

    [Blocked Image: http://i.imgur.com/NVk3IxA.png]

    That looks pretty complex, It might be just the format of the overview/image however. I'd have to have a run around in game to fully check the complexity.

  • Iceberg
    • June 27, 2015 at 9:44 PM
    • #11

    Very good work is you've invested many hours of work, the only thing I see in the overview is that routes are complex, anything that can not be solved and the bomb site has many entrances making it a bit complex the protect or defend, even so it looks good

  • KernalPanic
    • June 27, 2015 at 10:50 PM
    • #12

    looks pretty awesome. can't wait to playtest. subbed and followed.

  • jd40
    • June 30, 2015 at 10:54 PM
    • #13

    I've updated the workshop version with a fast compile. I'd appreciate any feedback especially concerning the layout.

  • DooM
    • July 1, 2015 at 11:58 AM
    • #14

    Some thoughts:

    Quote

    This whole mid upper/secondary attacking route to B is a little complex, I think you could achieve some more interesting game-play if the upper area was removed. Instead the entrance could be at the same level as the secondary route. The ladder to the secondary route could be removed meaning that Ts have to gain control of mid rather than just dropping down the ladder and attacking B easily.

    [Blocked Image: http://i.imgur.com/xLdqv92.jpg]

    Following on from above, this area could also be removed. The between site rotate times are massive (around 20 secs, 15 is good, but It can be shorter depending on how you want the map to play.) Removing this area would compact the map, allowing for some faster rotate times, and game-play would not really be affected as CTs could play aggressively in the connector rather than on the upper area. Also this from mid makes the connector to B pretty redundant, because you can just flank B through the main CT entrance rather than using the connector

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

    You can run on the little lattice thing, It allows you to get to the little raised section outside B, I think you could just add some boxes to allow Ts to get up their, something like the outside of A on mirage, allowing Ts to defend B main from aggressive CTs

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

    I think B might have too much cover, you could remove the AC unit thing on the right and move the one on the left over to where the removed unit was located.

    [Blocked Image: http://i.imgur.com/CGsTv8u.jpg]

    The A bombsite seems strange for CTs because if they want to play in the bombsite, they are trapped. This doesn't facilitate easy rotates, you either stay on the upper level and give Ts the A bombsite or you drop down and gamble on a risky rotate through A main into mid, where you could be killed by a lurking T. I think you should be able to rotate more easily off A, like Cache for example.

    [Blocked Image: http://i.imgur.com/h4YJMea.jpg]

    [Blocked Image: http://i.imgur.com/0mwVItU.jpg]

    There's this nasty angle from CT spawn to the outside of B which could be abused if Ts push the Ct side of B

    [Blocked Image: http://i.imgur.com/7PcR2Fc.png]

    Visually T spawn is quite difficult to negotiate, I don't really gravitate towards a certain entrance as they seem to blend into the building's exterior.

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

    The new Season's T spawn is a great example of colour and lighting used to guide the player to entrances and attacking routes, maybe check this out for some ideas.

    3kilksphillip has a great video analysis: https://www.youtube.com/watch?v=i2Wh2w33ALE

    This article is really good at explaining lighting: http://www.worldofleveldesign.com/categories/wol…nar-jenssen.php

    Display More
  • jd40
    • July 1, 2015 at 9:16 PM
    • #15
    Quote from DooM

    Some thoughts:

    Hidden Content

    Thanks, I've been working on this map on and off for a long time, forgetting half the changes I made and the reasoning behind them. so it's nice to have some refreshing perspective. I've decided to completely scrap A and remake it. This makes it the third or fourth time I did this. I tried to move it as close to B as possible.Hopefully making the rotate time better. I'll also have to adjust the spawns for timings.

    Here's what I've decided to do with B-mid. Remove both connectors, raise it all to upper level, B entry on catwalk(not sure), block off CT/mid.

    A lot of this will probably change once I see the angles in hammer but here's a rough mockup.

    [Blocked Image: http://i.imgur.com/c61nXAU.png]

  • DooM
    • July 1, 2015 at 9:56 PM
    • #16
    Quote from Symix

    *Text stuff*

    Looks good! New rotate options for the bottom of mid look good too, I'm sure I'll be back when a new version is posted.

  • laminutederire
    • July 3, 2015 at 8:05 PM
    • #17

    I don't know if it is only me but I dropped to 20fps very often, so either it isn't optimized, or my computer isn't in good shape these time, or a lille bit of both.

    Graphically it is as nice as expected so that's great.

    (Layout wise I don't have much to say, Fps drops and bots camping at both spawns (i suppose it is due to performances ) weren't great to test it, I'll try it later though)

  • DooM
    • July 3, 2015 at 8:13 PM
    • #18
    Quote from laminutederire

    I don't know if it is only me but I dropped to 20fps very often, so either it isn't optimized, or my computer isn't in good shape these time, or a lille bit of both.

    Graphically it is as nice as expected so that's great.

    (Layout wise I don't have much to say, Fps drops and bots camping at both spawns (i suppose it is due to performances ) weren't great to test it, I'll try it later though)

    I get some fps drops too, mainly from around 150/160 to around 80 in places, the skybox seems to encompass the entire map, something I forgot to mention in my feedback, this needs to sorted out asap.

  • laminutederire
    • July 3, 2015 at 8:21 PM
    • #19
    Quote from DooM

    I get some fps drops too, mainly from around 150/160 to around 80 in places, the skybox seems to encompass the entire map, something I forgot to mention in my feedback, this needs to sorted out asap.

    Damn my laptop is shitty.. well it drops from 40 to 20 on this map, and in operation maps it is between 55 and 65.

    tip for skybox

  • Qbopper
    • July 3, 2015 at 9:14 PM
    • #20

    If you're having to scrap an entire bombsite at this point I would think you might want to give up on detailing and just greybox it until you get a good layout

    It looks really nice but you're just gonna end up doing much more work than you need to if you make something pretty then throw it out

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