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[WIP] de_Ski (UPDATE)

  • Panda
  • July 9, 2015 at 7:02 PM
  • Panda
    • July 9, 2015 at 7:02 PM
    • #1

    ****UPDATE****

    I have changed a bit of the layout in T mid and the back of B site from some feedback. It is also much more open, tell me if you think it would play better. I have also textured some more of the map (only areas I think don't need changing). If anyone has anymore feedback about the map I would love to know.

    A ski resort in the Swiss mountains has been targeted by a group of extreme environmental activists. They want revenge on the ski resort for polluting the natural sorroundings of the mountains. Already successfully blowing up the ski lifts, which caused an avalanche to envelope the western side of the resort, they set out to cause more damage by going for the hotel and a shopping square. A small police force has been sent to prevent any more attacks.

    This is my first map. The map is currently in it's early stages of development and a lot is due to be changed once I can get it playtested. I would greatly appreciate any feedback. However, im not too fussed about the texturing etc. just the layout at the moment. Also I will have a good looking radar soon.


    Workshop link:

    http://steamcommunity.com/sharedfiles/fi…archtext=de_ski


    Screenshots:

    A site

    B site

    Back of B site

    Path to A site

    T spawn

    CT spawn

    CT mid (the theme will be changed to fit the map)

    T mid

    Layout

    Layout (timings) - Green circles are choke points

  • Upperdawg
    • July 9, 2015 at 10:42 PM
    • #2

    Hi,

    First of, it's hard to judge how to map plays from the screenshots you've posted. I recommend adding a overview/radar of the map to help readers judge your map and leave feedback.

    Secondly, since this is your first map I want to give you a tip I've learned the hard way. Before starting to build detailed structures and spending time making things look nice you should try and get the basics of the map to work at least 80%. It's really frustrating to realise you have to do a big change to an area and end up having to redo or undo stuff which took a lot of time.

    Keep on working and see if you can fix an overview. Good luck!

  • Upperdawg
    • July 10, 2015 at 6:27 PM
    • #3

    That pic is broken for me. post it externally and link maybe? Got imgur?

  • Panda
    • July 10, 2015 at 6:49 PM
    • #4

    Thanks for the advice. Here is the layout, it is slightly sketchy but you get the general idea. The red circles are the choke points.

  • Panda
    • July 16, 2015 at 5:35 PM
    • #5

    ****UPDATE****

    I will be getting a server soon to playtest my map. I have Changed A site slightly, will start texturing it. There is no cover at the moment but I will place some later.

    View from Short into site

    View from CT entrance into site

    View from T entrance into site

  • Panda
    • July 17, 2015 at 11:12 PM
    • #6

    ****UPDATE****

    I have changed the back of B site as I've had people say that it was redundant and is not useful. Now I have closed it off at both ends.

  • Ridders
    • July 18, 2015 at 11:51 AM
    • #7

    The lighting seems really dark and dull, I don't know if you want to brighten your light_env slightly as it will help to liven up the colors.


    Some of your brushes need refining or replacing with props, the barrier on the top here and some of the roofing and the windows needs to be refined as you go along.

    [Blocked Image: http://puu.sh/j3BEM/e9316eccc6.jpg]


    If you're not already aware, THIS is really useful for skybox settings! :)

  • Panda
    • July 18, 2015 at 2:06 PM
    • #8
    Quote from Ridders

    The lighting seems really dark and dull, I don't know if you want to brighten your light_env slightly as it will help to liven up the colors.


    Some of your brushes need refining or replacing with props, the barrier on the top here and some of the roofing and the windows needs to be refined as you go along.

    [Blocked Image: http://puu.sh/j3BEM/e9316eccc6.jpg]


    If you're not already aware, THIS is really useful for skybox settings!

    Display More

    Thanks for the feedback. I used that list (I chose cs_baggage_skybox_ ) and used the exact numbers. I will make it brighter anyways to see what it looks like.

    What do you mean by "needs to be refined". I'm not really sure how to make props at the moment.....I'll look into it because it will cause some problems as there are so many brushes.

  • Ridders
    • July 18, 2015 at 2:52 PM
    • #9
    Quote from Panda

    Thanks for the feedback. I used that list (I chose cs_baggage_skybox_ ) and used the exact numbers. I will make it brighter anyways to see what it looks like.

    What do you mean by "needs to be refined". I'm not really sure how to make props at the moment.....I'll look into it because it will cause some problems as there are so many brushes.

    I have a feeling that the Baggage skybox numbers are slightly off because baggage is interior. Try using sky_cs15_daylight01_hdr for a while. Well I would suggest looking for some props that would work for a similar purpose. Some of the railings might fit there. Otherwise maybe make the brush slightly more refined in terms of making it less square block-ish and add more depth to it.


    Here's a quick example of what I mean:

    [Blocked Image: http://puu.sh/j3Id9/6c0e02ef52.jpg]


    You can see the difference in how it looks just by adding another angle or depth to it.

  • Panda
    • July 19, 2015 at 10:12 PM
    • #10

    ****UPDATE****

    Once again I have changed the back of B site. I had feedback saying it was too open. This created really long awp angles as well as the pit being useless. I made a raised platform which cuts the long lines of sight significantly. I have also removed the pit.

    View from T mid - Raised section

    View from T path - Lowered section

    View from entrance into B site - Raised section

    I have made changes to the entrance into B site and made it so that there are angles in which T can pick a CT but are vulnerable from other places.

    View into B site

    Thank you Quoting for the idea! Please feel free to give anymore feedback on the map, it is much appreciated.

    Images

    • 2015-07-19_00002.webp
      • 96.28 kB
      • 1,920 × 1,080
    • 2015-07-19_00003.webp
      • 81.59 kB
      • 1,920 × 1,080
    • 2015-07-19_00004.webp
      • 74.13 kB
      • 1,920 × 1,080
  • Ridders
    • July 19, 2015 at 10:21 PM
    • #11

    Those barriers are looking better than before but I still think replacing them with suitable props would look much better.

  • Panda
    • July 19, 2015 at 10:40 PM
    • #12
    Quote from Ridders

    Those barriers are looking better than before but I still think replacing them with suitable props would look much better.

    Could you suggest one because I can't any props that fit the style.

  • Quotingmc
    • July 19, 2015 at 10:58 PM
    • #13
    Quote from Panda

    Could you suggest one because I can't any props that fit the style.

    Custom!

  • Panda
    • July 19, 2015 at 11:02 PM
    • #14
    Quote from Quotingmc

    Custom!

    lol ok!

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