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[WIP] de_plateau

  • Nicky_Da_B
  • July 16, 2015 at 4:07 AM
  • Nicky_Da_B
    • July 16, 2015 at 4:07 AM
    • #1

    Hello, and welcome to the development thread for our entry into the MapCore CS:GO contest, de_Plateau.


    Link to steam workshop page: Steam Workshop Link


    Team Members:
    Nick aka Nicky_Da_B (Level Designer)
    Amanda aka Unlimited_HAX13 (Custom 2D Texture Artist)
    Tristan aka MLGBongHits (Custom 3D Modeler)
    Mclean aka Daxelman (Playtesting Organiser and Data Analyst)


    Map Description

    Crazy experiments at the Black Mesa research facility have long been rumored. A recent security leak has confirmed the rumors. A band of terrorist soldiers plan to assault the facility and destroy it in order to prevent future experiments. A counter terrorist force has been assembled from the research facility’s security team. They plan to defend the facility and defuse any bomb that gets planted.


    The Terrorists have landed at the southern helipad with two targets in mind, the visitor check-in center and research chamber 37-S. The CT’s will have to defend and prevent the T’s from pushing through the courtyard when grants access to the visitor check-in center and the loading dock which grants access to the research chamber.


    Screenshots












    UPDATES:

    July 20, 2015[/i]- Carl is no longer helping to make this map.- Version 09 of our map is up on the steam workshop!


    July 15, 2015
    - We created our forum post!
    - Version 08 of our map is up on the steam workshop!

  • Daxelman
    • July 16, 2015 at 4:30 AM
    • #2

    Hey everyone! I'm Daxelman, the Playtest Analyst for this map. I'll basically be watching all the playtests and gathering all the data and doing sick nasty excel tricks.

  • laminutederire
    • July 16, 2015 at 8:22 AM
    • #3

    Maybe you should change texturing, using dev/reflectivity textures. It feels more natural and helps seing the world correctly in 3D. Right now I have trouble with that, maybe because it feels dark too !

  • soultron
    • July 16, 2015 at 10:18 PM
    • #4

    Is there any way you can hide your ceiling brushes on your radar/topdown?

    Really hard to get a sense of the layout right now.

    Also, architecturally, some of the staircases/ramps at A site feel oddly long with the angle/rise so shallow. There also seems to be a lack of placeholder cover at A right now, is this intentional? B, by comparison (had to work to find out which screen was B site) has a lot more cover.

  • Vaya
    • July 17, 2015 at 11:50 AM
    • #5
    Quote from soultron

    Is there any way you can hide your ceiling brushes on your radar/topdown?

    Really hard to get a sense of the layout right now.

    Also, architecturally, some of the staircases/ramps at A site feel oddly long with the angle/rise so shallow. There also seems to be a lack of placeholder cover at A right now, is this intentional? B, by comparison (had to work to find out which screen was B site) has a lot more cover.

    nodraw will do this.


    Guys you need to get fired up here. not much time left!

  • jackophant
    • July 17, 2015 at 12:26 PM
    • #6

    5 people working on a map? Not to put anyone down who's involved, but the amount of work for each person here is going to be massively disproportionate... too many chefs? :?

    That bit aside, feedback-wise: A lot of these rooms seem very large and empty with very little meaningful variation in height. There are a lot of very long sightlines, and that curve back on itself T spawn seems really unfriendly.

    That last screenshot with the train tracks in it looks like a nice piece of map, but it's still too long and there looks to be an awkward off angle by looking down the long angle from the chainlink fence.

  • Nicky_Da_B
    • July 21, 2015 at 5:06 AM
    • #7

    Did some work on bombsite B today.


  • Nicky_Da_B
    • July 21, 2015 at 5:08 AM
    • #8

    Thanks for the comments and feedback guys. We'll try to work these things into version 10 or 11 of the map.

  • Unlimited_HAX13
    • July 21, 2015 at 6:36 AM
    • #9

    Hi guys! I'm Amanda. I'm working on any 2D textures we might need for our map. I'm new to Hammer, so I'm spending some time teaching myself how to add custom textures. Here, have a screenshot!


  • kinggambit
    • July 21, 2015 at 6:52 AM
    • #10
    Quote from Unlimited_HAX13

    I'm a newbie so grain of salt; is the facility supposed to be new? Looks like in BM they applied a layer mask in photoshop to give it a worn look:

    [Blocked Image: http://i.imgur.com/4TehwD3.jpg]

    You guys should consider decompiling Black Mesa levels and see how things were made. It helped me a bunch for my Black Mesa map!

  • Vaya
    • July 21, 2015 at 8:31 AM
    • #11

    UPDATES:

    July 20, 2015[/i]- Carl is no longer helping to make this map.


    RIP carl

  • jackophant
    • July 21, 2015 at 9:50 AM
    • #12
    Quote from Unlimited_HAX13

    That looks like you're working off the grid, you can press "shift+w" to toggle snapping and the square brackets to increase/decrease grid size. Working to the grid is important for Hammer, as you will compile and potentially find all kinds of errors which are going to be a nightmare to fix. Mock up or not to show us the texture, it should be a habit.

    I would also slide that manifest tool on the right under the bar of tools it's next to and hit "ctrl+A" to balance all the window sizes, and give yourself that bit more room to work with.


    Quote from Vaya

    UPDATES:

    July 20, 2015[/i]- Carl is no longer helping to make this map.

    RIP carl

    [Blocked Image: http://www.quickmeme.com/img/e5/e5136b030870eaf2e78699eb28e7186e9ed46297a18530cf7765b1d5ffba58ca.jpg]

  • Unlimited_HAX13
    • July 21, 2015 at 9:25 PM
    • #13

    Thanks for the feedback, guys.

    Quote from kinggambit

    I'm a newbie so grain of salt; is the facility supposed to be new? Looks like in BM they applied a layer mask in photoshop to give it a worn look:

    [Blocked Image: http://i.imgur.com/4TehwD3.jpg]

    You guys should consider decompiling Black Mesa levels and see how things were made. It helped me a bunch for my Black Mesa map!

    My textures are not finalized. I made something quick to play with and test out importing into Hammer. : ) Thank you for the advice though. We've considered looking in-depth into Black Mesa, but we've also considered making it our own and creating a Black Mesa in "our" world. We're not sure which way to go yet.

    Quote from jackophant

    That looks like you're working off the grid, you can press "shift+w" to toggle snapping and the square brackets to increase/decrease grid size. Working to the grid is important for Hammer, as you will compile and potentially find all kinds of errors which are going to be a nightmare to fix. Mock up or not to show us the texture, it should be a habit.

    I would also slide that manifest tool on the right under the bar of tools it's next to and hit "ctrl+A" to balance all the window sizes, and give yourself that bit more room to work with.


    [Blocked Image: http://www.quickmeme.com/img/e5/e5136b030870eaf2e78699eb28e7186e9ed46297a18530cf7765b1d5ffba58ca.jpg]

    (I definitely laughed at the picture.)

    Thanks for the help! This is my first time working with Hammer, so if things seem funny, it's because I'm still learning and I'm just testing things. Nick (our map builder) is really the only one who will be touching the geometry in Hammer. And I do know how to balance the windows! I made the camera window larger to show the stuff I'm really working on. : )

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