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[WIP] de_abyss

  • jd40
  • June 22, 2015 at 12:23 PM
  • jd40
    • July 3, 2015 at 11:52 PM
    • #21
    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)

    This compile was mainly meant for reviewing the layout, it's not really playtest ready. Performance should be fine for the playtest version.

    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.

    Yeah that's just something I do when testing layouts real quick. Much easier to make changes without having to seal the map properly. I seal it up as I detail. The problem here is probably no vis in compile.

    Quote from Qbopper

    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

    The parts I scrapped were greyboxed for the most part. But yeah it hurts throwing away detailed areas.

  • jd40
    • July 6, 2015 at 7:16 PM
    • #22

    Workshop updated with the new layout

  • jd40
    • July 10, 2015 at 11:37 PM
    • #23

    I've applied for a playtest on the 14th. Workshop has been updated with a full compile. Performance should be fixed(please let me know) and everything is packed this time.

    OP updated with the new radar.

    Already noticed bots having trouble going up the stairs at CT spawn, not sure what to do about that.

  • besprutad
    • July 14, 2015 at 9:55 AM
    • #24

    Very nice indeed! Im not sure if anyone has already pointed it out, but I think that you should block the elevator shaft more. I think that you should not be able to lose the bomb or a weapon down there by accident, it would ruin rounds :]

  • jackophant
    • July 14, 2015 at 10:46 AM
    • #25
    Quote from Symix

    Already noticed bots having trouble going up the stairs at CT spawn, not sure what to do about that.

    Bots are the least of your concern for the playtest, but have you used nav_edit before? when you turn it on, the mesh you are looking at plus those it's attached to are drawn on the ground. I can't see a screenshot of your stairs, but I've had problems in the past where bots will try and jump up the edge rather than just taking the fucking stairs. I had to "nav_delete" a couple of parts where the nav_mesh allowed the bots to jump/traverse slightly obscure terrain, and that fixed the problem. you can also use the "npc clip" tool texture to block bot movement which I have done over a low fountain in my map as they just loved jumping all over it like they were stamping something to death.

  • jd40
    • July 17, 2015 at 2:17 PM
    • #26

    Update

    Thanks to everyone who joined the playtest, got some really good feedback. Noticed most people were going B, probably because A is still greyboxed. So most of the feedback was directed at B as well.

    Changes at B:

    Quote

    Moved container to the left, blocking plant for door.

    Moved CT main down to bombsite level. (Makes more sense anyway)

    Added some play surface behind the abyss.

    Moved AC units to the wall, can't hide behind them anymore.

    Removed boiler room.

    Removed AC box at T entry from mid.


    [Blocked Image: http://i.imgur.com/JbM8Atk.png]

    [Blocked Image: http://i.imgur.com/tx7EX0l.png]

    Display More

    Changes at T route to B:

    Quote

    Added entry for simpler access.

    Removed some angles

    Added 2 pillars to provide some cover for rushing Ts.

    Blocked windows from both sides, should help with performance as well.

    [Blocked Image: http://i.imgur.com/lPyJELF.png][Blocked Image: http://i.imgur.com/1XuANo3.png](arrows are meeting spots)

    No changes at A, but I have some concerns about vent being to easy too take. I'll have to get this playtested again soon if I hope to finish the detailing on A in time.

  • jd40
    • July 25, 2015 at 11:03 PM
    • #27

    Update

    Thanks for the playtest & feedback, again.

    Here are the changes so far, I'll do another playtest when more detailing is done.

    A:

    Quote

    Lowered the CT balcony,

    [Blocked Image: http://i.imgur.com/KoVdueX.jpg]Added a new entry into A (door), turned the vent into a regular sized connector

    [Blocked Image: http://i.imgur.com/nbUvMiE.jpg]Alternate way of attacking A long (stairs), pic also shows entry into connector to door.

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

    B:

    Quote

    Removed door, widened the hole, moved the container away from the doorway.

    [Blocked Image: http://i.imgur.com/oVFVU9T.jpg]Replaced boxes/etc with stairs, changed opaque railing to see through on cat.

    [Blocked Image: http://i.imgur.com/hLS8xZx.jpg]


    Mid:

    Quote

    Mid window still there. Altered the angles a bit, no more ramp, should be easily smokable.

    [Blocked Image: http://i.imgur.com/PphV14a.jpg]Added a chokepoint at T side of mid (should slow Ct rushes) also removed boxes which allowed CTs to solo boost. Added some cover (the stupid yellow model, will probably remove it after the playtest, but we'll see)

    [Blocked Image: http://i.imgur.com/XAqGOd5.jpg]

  • laminutederire
    • July 26, 2015 at 1:31 AM
    • #28

    Great to see you took feedback into account, I'm particularly pleased by the effort you put in optimization, it is now playable on way higher settings on my computer ! However, I don't understand how to use the yellow model as cover, would you be so kind as to explain me what you intended with it?:)

  • jd40
    • July 26, 2015 at 8:02 PM
    • #29
    Quote from laminutederire

    Great to see you took feedback into account, I'm particularly pleased by the effort you put in optimization, it is now playable on way higher settings on my computer ! However, I don't understand how to use the yellow model as cover, would you be so kind as to explain me what you intended with it?:)

    Same way you use lamps at overpass long, doesn't really serve much purpose really. I'll either add some cloths hanging from the top or remove it completely.

  • laminutederire
    • July 27, 2015 at 12:25 AM
    • #30
    Quote from Symix

    Same way you use lamps at overpass long, doesn't really serve much purpose really. I'll either add some cloths hanging from the top or remove it completely.

    It's just that right now it does not block neither bullets nor visibility. The cloth idea would make it a real cover though :)

  • jd40
    • August 11, 2015 at 12:12 AM
    • #31

    Update !

    The map is now fully detailed. I've released the map complete with a VHS 1980 trailer.

    External Content www.youtube.com
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    Here's a quick recap of changes following the last playtest.

    Quote

    Spoiler -Filled in some angles (CT, Mid to B)

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

    -Further locked down the mid T chokepoint

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

    -Changes at CT window at mid: No more highway to A, mirage style vent

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

    -Abyss is now harder to fall in

    [Blocked Image: http://i.imgur.com/WH5uYVX.jpg]

    Display More

    The map could use some more playtesting. Layout is still not perfect, needs boosts/clipping test.

  • Quotingmc
    • August 11, 2015 at 10:41 AM
    • #32
    Quote from Symix

    Update !

    The map is now fully detailed. I've released the map complete with a VHS 1980 trailer.

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    That trailer XD

  • SirK
    • August 12, 2015 at 8:27 AM
    • #33

    Awesome trailer is awesome :D

    I really like the design of your map, reminds me of the artstyle from austin powers :D

  • Simpajo
    • August 12, 2015 at 3:08 PM
    • #34

    Things I picked up on playing them map.

    1. Why is the Terrorist part of the minimap so big? Most of it will not be used in 90% of all games. It makes the minimap more confusing, as none of the objectives are in that area, even though it's the largest, and your eye focuses on it right away. it would make more sense if the big starting area were on the counter-terrorist side of the map.

    2. The color scheme, most of this map, is really white. as most walls and the sky is white. So if you added some Red/blue colors on the map, for example. it would really give the level some life. you have some light blues going on in some areas, maybe you could try and enhance that, and make the sky slightly orange-ish.

  • text_fish
    • August 18, 2015 at 9:31 PM
    • #35

    Out of the three times I've playtested this map, tonight was the first that FPS issues didn't make me ragequit. I still had to reduce some settings quite a way to get even close to the FPS I get on most complete maps, but it's a huge improvement regardless.

    I identified two small optimizations you could make, all the same:

    http://images.akamai.steamusercontent.com/ugc/1456139678…2A189514AE16B1/

    The pipe above could be reduced to simple cylinder with a bumpmap on for the ribs.

    http://images.akamai.steamusercontent.com/ugc/1456139678…794B813B6B88CB/

    The grates above could be swapped for textures instead of props.

    Both of the props above look great closeup, but 90% of the time players won't be examining them in any detail, and 99.99% of the time, anybody who does look at them won't care if they're simple.

    Lastly, you have a stray nodraw texture that CT's can use to watch one of the bombsite A entrances:

    http://images.akamai.steamusercontent.com/ugc/1456139678…6821FCE99AFB92/

  • jd40
    • August 18, 2015 at 10:15 PM
    • #36
    Quote from text_fish

    Out of the three times I've playtested this map, tonight was the first that FPS issues didn't make me ragequit. I still had to reduce some settings quite a way to get even close to the FPS I get on most complete maps, but it's a huge improvement regardless.

    I identified two small optimizations you could make, all the same:

    http://images.akamai.steamusercontent.com/ugc/1456139678…2A189514AE16B1/

    The pipe above could be reduced to simple cylinder with a bumpmap on for the ribs.

    http://images.akamai.steamusercontent.com/ugc/1456139678…794B813B6B88CB/

    The grates above could be swapped for textures instead of props.

    Both of the props above look great closeup, but 90% of the time players won't be examining them in any detail, and 99.99% of the time, anybody who does look at them won't care if they're simple.

    Lastly, you have a stray nodraw texture that CT's can use to watch one of the bombsite A entrances:

    http://images.akamai.steamusercontent.com/ugc/1456139678…6821FCE99AFB92/

    Display More

    Thanks for pointing these out. But I get pretty similar fps compared to official maps.

    There are some hint/skips I could have done better in mid but my fps stays above 200. Except on A. Something's up with A and it's not those pipes. I think it might be the models under the bombsite.

  • text_fish
    • August 18, 2015 at 11:08 PM
    • #37
    Quote from Symix

    But I get pretty similar fps compared to official maps.

    If you're building this map for your own personal use, then that's just fab. Otherwise, I would seriously consider making those changes. CS:GO attracts players running on a very broad range of hardware, so you need to cater for the low-end players, and those weirdo's who choose to turn all their settings down super low to gain a few extra FPS.

  • laminutederire
    • August 19, 2015 at 12:32 AM
    • #38

    I agree with @text_fish on the fact that you have to be careful that some of us have way worse computers than you do. But I don't know if it is the windows 10 update which boosts my performances a bit, but I actually had a slightly better fps overall than on most official maps, so there is definitely some progress on that part, all the more so impressive since you increased quite nicely the level of details. Details felt a bit noisy, and I'd suggest that you use more colors for player guidance and cover silhouettes, to increase readability.

    About the layout I prefer the sniper nest as it is right now, it was a good change. That aside I don't have much to complain :)

  • DooM
    • August 19, 2015 at 6:35 PM
    • #39

    I get somewhat the same fps are regular maps, it's just that it seems to drop in places making it incredibly frustrating to play due to the input lag induced by decreases in fps.

    I made a video of some of the areas my fps was dropping.

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  • jd40
    • August 19, 2015 at 6:50 PM
    • #40

    I have no idea what's going on in some of those places. They have areaportals :S


    Thanks a lot for making this, should make optimization much easier! Also apparently bomb block creates visleafs.

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