1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

[WIP] de_tachyon

  • sombrewynot
  • July 30, 2015 at 2:03 AM
  • sombrewynot
    • July 30, 2015 at 2:03 AM
    • #1

    Ladies and gentlemen,

    Greetings.

    This is my submission entry for the 2015 Mapcore and Reddit CS:GO Mapping Contest.

    -- AUGUST 31th SUBMISSION --

    Hello everyone.


    I am very exited to present you the latest version of de_tachyon.

    Workshop link : http://steamcommunity.com/sharedfiles/fi…s/?id=509682191

    Update :

    * New A Bombsite
    * Details and props added
    * Weather and lights revamped
    * Mid lane deleted
    * Workshop link
    * Screenshots, Video

    What will be added :

    * Custom Soundscapes (adding levels of realism)
    * More details and texturing
    * Puddles, dripping water and rain drops impacts
    * More and always more detail


    Any kind of feedback is welcome.


    GLHF on this final run!

    Some concept art : http://imgur.com/a/T87Cl

    "A fast-paced defusal map set in an
    international military research
    facility, somewhere in the South Pacific
    Islands..."


    David

  • Vaya
    • July 30, 2015 at 8:26 AM
    • #2

    Best map name. Worst screenshots...

    Cl_drawhud 0

    r_drawviewmodel 0


    I think you need to work on your lighting. Getting light right is really difficult without a light_environment to fall back on though...

  • jackophant
    • July 30, 2015 at 10:01 AM
    • #3

    Radar screenshot is great, 10/10. But as @Vaya said: your screenshots are literally the worst thing I've seen.

    Staring at the back of a bots head? inspecting your guns (in the dark)?

    Bitching aside, it looks like you've got quite a balanced layout, and some good height for an enclosed map. You definitely need to work more details into the walls and ceiling as they are very plain right now. You also need about 10x as much light. It looks like you've just used "light" and you should really be coupling them with "light_spot" to get some light thrown around your rooms.

    I'm not sure what you're using for reference, but research facilities are pretty well lit places:

    [Blocked Image: http://a57.foxnews.com/global.fncstatic.com/static/managed/img/Politics/876/493/Idaho_lab.jpg]

    [Blocked Image: http://www.uciarchitects.com/sites/default/files/NL-1.jpg]

    [Blocked Image: http://science.sckcen.be/~/media/Images/Science/HADES/HADES_2014/20120125HADES%207s.jpg]

    [Blocked Image: https://pstuph.files.wordpress.com/2011/04/oak-ridge-research-reactor.jpg]

    [Blocked Image: http://www.iki.kfki.hu/nuclear/images/BKR.jpg]

  • sombrewynot
    • July 30, 2015 at 6:57 PM
    • #4

    Thank you for the feedback Vaya and Jackophant. It is very much apreciated and I will drink some extra cups of coffee working on the flaws you pointed out.

    As for the - reasons why - , and some background to the map : I started using hammer sdk 3 month ago. First time using a 3d software, though I'm a regular audio / video / image editing software user.
    My initial intention was to create a MOBA-like FPS : premade characters, special abilited, skill trees. Think Teamfortress 1 but with a more realistic, yet, added fantasic elements groove to it. I wanted PVE activites : Waves of monsters, special "buffs giving" NPCs, the "3 lanes" architecture and solid, need-to-be-destroyed, world elements : towers, doors, "inhibitors". With all the Character Leveling / Items Upgrading you can possibily think of.

    So I started working on some map concepts and very shortly after I remembered I am not a developer. That was it for my exitement.

    So I reshaped the project into a cs destruction map and one month into the process I learned through Reddit about Mapcore and the mapping tournament.

    I started this project with no idea whatsoever of the mapping / game design production processes, workflows, in and outs and made lots and lots of mistakes.

    I'm now working on to fix all this and making the map enjoyable.


    I thank you again for the feedback and will update asap.

    Sincerly,


    David

  • sombrewynot
    • August 17, 2015 at 7:25 AM
    • #5

    -- AUGUST 17th UPDATE -- A Site being reworked: http://imgur.com/3i9Tjqz

  • sombrewynot
    • August 31, 2015 at 10:49 AM
    • #6

    -- AUGUST 31th SUBMISSION --

    Hello everyone.


    I am very exited to present you the latest version of de_tachyon.

    Workshop link : http://steamcommunity.com/sharedfiles/fi…s/?id=509682191

    Update :

    * New A Bombsite
    * Details and props added
    * Weather and lights revamped
    * Mid lane deleted
    * Workshop link
    * Screenshots, Video

    What will be added :

    * Custom Soundscapes (adding levels of realism)
    * More details and texturing
    * Puddles, dripping water and rain drops impacts
    * More and always more detail

    Some conceprt art : http://imgur.com/a/T87Cl


    Any kind of feedback is welcome.


    GLHF on this final run!

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™