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[WIP] de_aegis - Added Workshop

  • Ridders
  • July 17, 2015 at 1:05 PM
  • Ridders
    • July 17, 2015 at 1:05 PM
    • #1

    WORKSHOP LINK[/b]

    Currently unnamed, (mainly because I am avoiding using Chateau for obvious reasons!).

    Slightly late beginning however I have a number of ideas.

    Aesthetics is based off this image:

    Quote

    [Blocked Image: http://41.media.tumblr.com/99341763ed47151cfc924bd1f522759c/tumblr_mz5gd1qxeY1ro7oi2o1_1280.jpg]

    Layout as it stands currently (in basic form):

    This layout is extremely basic and some obvious flaws are already visible (routes to b and mid connector) these are being worked on!


    Here are some WIP screenshots of in-game areas:

    [Blocked Image: http://puu.sh/j2TQE/c6ae2fb8a5.jpg]

    [Blocked Image: http://puu.sh/j2TNX/b2f6d99c80.jpg]

    [Blocked Image: http://puu.sh/j6ybK/fa89b9d2c1.jpg]


    [Blocked Image: http://puu.sh/j6jqi/f5a598c6f4.jpg]

    [Blocked Image: http://puu.sh/j6yqw/4d515a15c0.jpg]

  • DooM
    • July 17, 2015 at 1:19 PM
    • #2

    Brush work looks nice, layout looks rather simple. Instead of building corridors, build game-play areas throughout the level, thinking about how every piece of the level is played will allow for great game-play wherever you are on the level. This means that the map will play interestingly, because every area will have some kind of game-play and will allow for players to play it with different styles allowing for strategies to develop. Sorry for the rant about game-play.

    Moving on, one reference image seems like not so much to work from, unless you have hidden away. You might want to collect more castle references, maybe even screenshot a valve map with a similar theme.

    Quick name suggestion: de_aegis.

  • Ridders
    • July 17, 2015 at 1:25 PM
    • #3
    Quote from DooM

    Brush work looks nice, layout looks rather simple.

    You might want to collect more castle references.

    Thank you for the quick and detailed reply!

    The layout is pretty much basic as it comes at the moment, I'm currently working on molding the corridors into (as you put it) game-play areas.

    I have a bank of reference images for the aesthetics, I just thought that image helped to portray the style I was going for when coupled with the two in-game screenshots!

  • Ridders
    • July 17, 2015 at 9:20 PM
    • #4

    Tonight I have made additions to the mid area, pictures below :

    Quote

    [Blocked Image: http://puu.sh/j2TQE/c6ae2fb8a5.jpg][Blocked Image: http://puu.sh/j2TNX/b2f6d99c80.jpg][Blocked Image: http://puu.sh/j2U1w/3309a90608.jpg][Blocked Image: http://puu.sh/j2U06/3c86af49b4.jpg][Blocked Image: http://puu.sh/j2U0x/e772c5bb7d.jpg][Blocked Image: http://puu.sh/j2TRH/1a7324384b.jpg]

  • Panda
    • July 17, 2015 at 11:15 PM
    • #5
    Quote from Ridders

    Tonight I have made additions to the mid area:

    Hidden Content

    Your brushwork is really nice but I wouldnt start putting that much detail in until you got thorough feedback on mid. Otherwise you may have to re-do it if mid does not work. Hope to see more updates soon.

  • Ridders
    • July 17, 2015 at 11:36 PM
    • #6
    Quote from Panda

    Your brushwork is really nice but I wouldnt start putting that much detail in until you got thorough feedback on mid. Otherwise you may have to re-do it if mid does not work. Hope to see more updates soon.

    Thank you for your feedback!

    It's always nice to know someone appreciates my brushwork!

    I'm just kind of playing with ideas in my head at the moment, and with the way I work I end up having to detail things or they agitate me. I will try and tone down my OCD tomorrow!

  • st0lve
    • July 18, 2015 at 6:49 AM
    • #7

    As of now, why would I go to A with only 2 paths, when I can go to B with 4 paths? And does the long way to B give me any sort of advantage considering that it's a longer path?

    I think your layout needs a lot of work for this to be a well balanced map, and it also seems like there are some pretty long and open lines that probably aren't that good for performance or gameplay.

  • Panda
    • July 18, 2015 at 7:29 AM
    • #8
    Quote from Ridders

    Thank you for your feedback!

    It's always nice to know someone appreciates my brushwork!

    I'm just kind of playing with ideas in my head at the moment, and with the way I work I end up having to detail things or they agitate me. I will try and tone down my OCD tomorrow!

    Be as OCD as you want xD but don't get carried away.

    If you want I could help with he layout design. It may take like a day though.

  • Ridders
    • July 18, 2015 at 9:44 AM
    • #9
    Quote from st0lve

    As of now, why would I go to A with only 2 paths, when I can go to B with 4 paths? And does the long way to B give me any sort of advantage considering that it's a longer path?

    I think your layout needs a lot of work for this to be a well balanced map, and it also seems like there are some pretty long and open lines that probably aren't that good for performance or gameplay.

    I appreciate what you've said and I'm going to take it into account. I realize now that my layout looks pretty simple and boring to onlookers, however my intentions with it are simply to give me a basic route to that bombsite, and as i go over areas they will become less 'corridor-like' and more interesting! Hopefully you'll see this change over the next few days.

  • Ridders
    • July 18, 2015 at 9:52 AM
    • #10
    Quote from Panda

    If you want I could help with he layout design. It may take like a day though.

    If you have any ideas feel free to merge them with that original layout image, I have some ideas of my own for some of the areas but as always fresh ideas can help!

  • Ridders
    • July 18, 2015 at 2:58 PM
    • #11

    This morning I have made[/b] started working on A site and CT side mid, pictures below :[/b]

    Quote

    [Blocked Image: http://puu.sh/j3HVV/9c33d0f0ce.jpg][Blocked Image: http://puu.sh/j3HWi/d47a922c9e.jpg][Blocked Image: http://puu.sh/j3I08/4080d8d039.jpg][Blocked Image: http://puu.sh/j3I0A/9942361ded.jpg]

  • Ridders
    • July 19, 2015 at 10:27 PM
    • #12

    Update to some of the layout today, and some additions around the map, take a look and if you have comments, they are appreciated!


  • Panda
    • July 19, 2015 at 10:36 PM
    • #13
    Quote from Ridders

    Update to some of the layout today, and some additions around the map, take a look and if you have comments, they are appreciated!


    Looking a lot better than better what it started as. As soon as you put the workshop link in I will give you more detailed feedback! :)

  • Ridders
    • July 20, 2015 at 4:47 PM
    • #14

    This morning I have made[/b] suggested changes to the mid area after a small play test (adding other routes for CT to get to upper mid), and roughly art-passed CT spawn to give a feel for the style of the map. Pictures below:[/b]

    Quote

    [Blocked Image: http://puu.sh/j68wj/6110a79770.jpg][Blocked Image: http://puu.sh/j68uy/5dbb166486.jpg][/b]

  • jackophant
    • July 20, 2015 at 5:09 PM
    • #15

    You really don't need the big red font. The work looks nice, but unless you're playtesting it, you're just creating more work for you to come back to.

    What are you doing about optimisation?

  • Ridders
    • July 20, 2015 at 5:14 PM
    • #16
    Quote from jackophant

    You really don't need the big red font. The work looks nice, but unless you're playtesting it, you're just creating more work for you to come back to.

    What are you doing about optimisation?


    Currently just using optimising the brushes with nodraw as I go along. I can't seem to change the font once the post is made, I tried to lower the size but it wouldn't let me! I should really be changing the draw distances for the props I'm placing but I don't work sensibly.

  • jackophant
    • July 20, 2015 at 5:51 PM
    • #17

    I'm talking about func_details, area_portals, hint/skip.

  • Ridders
    • July 20, 2015 at 6:29 PM
    • #18
    Quote from jackophant

    I'm talking about func_details, area_portals, hint/skip.

    Not much I have func_detail 'd yet. Although I do know how to use it.

    I'm still relatively new to Hammer, (I have been messing around with it for a fair few years but never fully finished anything) and I am yet to learn to use area_portals and the hint brushes. I think I watched a video on them in an attempt to educate myself a year or so ago but I need to learn their uses fully.

  • Ridders
    • July 20, 2015 at 7:33 PM
    • #19

    More art-passes on Long A

    [Blocked Image: http://puu.sh/j6jp0/80229427a5.jpg]

    [Blocked Image: http://puu.sh/j6jqi/f5a598c6f4.jpg][Blocked Image: http://puu.sh/j6jnV/c9d378e746.jpg]

  • Ridders
    • July 20, 2015 at 11:03 PM
    • #20

    Re-designed the towers at CT spawn to fit with changing style of map

    [Blocked Image: http://puu.sh/j6ybK/fa89b9d2c1.jpg]


    Bombsite A is going to be in ruins


    [Blocked Image: http://puu.sh/j6ygb/45b00b2ea0.jpg]

    [Blocked Image: http://puu.sh/j6yqw/4d515a15c0.jpg]

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