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[X] de_germanfarm // Rebuild of a real farm

  • DeWil
  • July 30, 2015 at 5:01 PM
  • DeWil
    • July 30, 2015 at 5:01 PM
    • #1

    Sry for that, but I just dont have enough time to finish this. Maybe I would but the hammer editor wont let me. (Errors, bugs, etc)


    Old post:

    Hey guys!


    By the way: My english may not be the best, if there are any mistakes please correct me.

    I decided to start my own map at this contest. And I started planning the layout of the map. I wanted to make that map as real as possible, so that it could look very impressive. I compared some of the popular maps with my ideas and then I had the idea of recreating a real place. Maybe not all of that but of course the layout and some details. After that i saw the farm of a friend and it is actually a really good layout! There are routes all over the farm and it is open for some really good strategys.

    But what am I saying? You have to decide yourself, what you are thinking about it. Here is a drawing of the layout:

    After the critical comments from Jackophant and crowbAr I changed some main things at the layout. This is v2.0. Thank's for the feedback!


    Just think about it yourself and put your opinion in the comments. I personally think, that CT's have an advantage, because defending is very easy at the moment. I will add some details later to change that.


    I already made some parts of the map. Screenshots here:


    I am working on it every day and I will update this thread all few days.


    A link to workshop is coming soon. If you have any questions, feel free to ask. I am open for any feedback.


    Edit 1: I updated the layout because of the comments from the first layout.

    Edit 2: Added / Deleted some screenshots


    ~ DeWil

  • jackophant
    • July 30, 2015 at 5:57 PM
    • #2

    You've already spent too much time drawing vague coloured blobs. Open hammer and block something out and you'll get a sense of scale and what you can actually do with this.

    Until then, there isn't anything to comment on. Good luck!

  • shm0
    • July 30, 2015 at 7:08 PM
    • #3

    Right off the top of my head I will say that it appears to be no logical reason why Ts would push past B to go to A.

  • DeWil
    • July 30, 2015 at 7:19 PM
    • #4
    Quote from jackophant

    You've already spent too much time drawing vague coloured blobs. Open hammer and block something out and you'll get a sense of scale and what you can actually do with this.

    Until then, there isn't anything to comment on. Good luck!

    I was boring in the evening and couldn't work on my computer. I thought to give you an overview already. I already made some parts of the map in hammer and I will post some screenshots of that soon.

    Quote from shm0

    Right off the top of my head I will say that it appears to be no logical reason why Ts would push past B to go to A.

    Thanks for the feedback, I will think about a better position for B, there's really no reason for the Ts to go to B.

  • Tensei
    • July 31, 2015 at 3:52 AM
    • #5

    T's seem pretty locked down already in their spawn :D

  • DeWil
    • July 31, 2015 at 7:57 AM
    • #6
    Quote from Tensei

    T's seem pretty locked down already in their spawn

    Nope, the T-Spawn is pretty open ;D

  • jackophant
    • July 31, 2015 at 9:53 AM
    • #7

    Typically real world locations don't lend themselves well to gameplay. Go for the german farm theme by all means, but I would design your own first (possibly based on this fantastic document) and then make it the german farm you want.

    Right now the layout doesn't look like there's much in the way of controlling flow and may look clumsy when you stick a line of fences diagonally through a field that no one can jump over "because gameplay".

  • crowbAr
    • August 1, 2015 at 4:50 PM
    • #8

    only because A is behind B doesnt mean there is no reason to go there. It depends on how you design the level, there should be opportunities to maybe fake B and then push around the map to A, then maybe even change your mind again and surround B or go to A. To make this work you need to work with different heights I think. Also if you go for this Layout, B should be hard to hold so the CTs might commit to much defense there, so Ts can abuse that and go around to A instead. To make that work you have to be really good though. I would look a de_nuke for some inspiration.

    How about this (quick sketch from me):

  • JorisCeoen
    • August 1, 2015 at 5:14 PM
    • #9

    This map of mine is also part of a real-life location: http://csgo.gamebanana.com/maps/177542

    You can see that the gameplay is stale and it's too complicated, but I'm sure that I can make it more balanced would I spend a few days of tweaking to it. Right now T arrives a little earlier than CT's at bombsite A, but that's basically it.

    What I want to share with you as a tip is that you can really make it look like the real thing, it's just that you sometimes should make a few exceptions here and there simply because trying to recreate it a 100% is simply impossible. For instance, the middle part of the court of my castle was supposed to be a cutoff in real life, which I could have added but it would just obbliterate the A site, instead I designed an imaginary japanese terrace that openly seperates the incourt from where you can plant and where not. All of the interiors are also imaginated, since these where hard to see from pictures (the style is to be found everywhere, but the layout is hard, except for some plans which are unsuitable for gameplay).

    Anyhow there are many things I need to do in order to make it playable, such as removing the entire upper floors, balancing T spawn etc.

    I'm sure you can bring this to a good end, but start now in Hammer to see what goes and what doesn't.

  • crowbAr
    • August 2, 2015 at 12:32 AM
    • #10

    you could start with the real life location, then modify it and keep iterating until it has good gameplay. Recreating a real location 100% is impossible anyway.

  • DeWil
    • August 2, 2015 at 5:19 PM
    • #11
    Quote from jackophant

    Typically real world locations don't lend themselves well to gameplay. Go for the german farm theme by all means, but I would design your own first (possibly based on this fantastic document) and then make it the german farm you want.

    Right now the layout doesn't look like there's much in the way of controlling flow and may look clumsy when you stick a line of fences diagonally through a field that no one can jump over "because gameplay".

    Thanks for the hint, this guide is very useful.

    Quote from crowbAr

    only because A is behind B doesnt mean there is no reason to go there. It depends on how you design the level, there should be opportunities to maybe fake B and then push around the map to A, then maybe even change your mind again and surround B or go to A. To make this work you need to work with different heights I think. Also if you go for this Layout, B should be hard to hold so the CTs might commit to much defense there, so Ts can abuse that and go around to A instead. To make that work you have to be really good though. I would look a de_nuke for some inspiration.

    How about this (quick sketch from me):

    Look for my new layout. I think it is better now, but your layout also looks interesting. Maybe i'll use some parts of it ^^

    Quote from JorisCeoen

    This map of mine is also part of a real-life location: http://csgo.gamebanana.com/maps/177542

    You can see that the gameplay is stale and it's too complicated, but I'm sure that I can make it more balanced would I spend a few days of tweaking to it. Right now T arrives a little earlier than CT's at bombsite A, but that's basically it.

    What I want to share with you as a tip is that you can really make it look like the real thing, it's just that you sometimes should make a few exceptions here and there simply because trying to recreate it a 100% is simply impossible. For instance, the middle part of the court of my castle was supposed to be a cutoff in real life, which I could have added but it would just obbliterate the A site, instead I designed an imaginary japanese terrace that openly seperates the incourt from where you can plant and where not. All of the interiors are also imaginated, since these where hard to see from pictures (the style is to be found everywhere, but the layout is hard, except for some plans which are unsuitable for gameplay).

    Anyhow there are many things I need to do in order to make it playable, such as removing the entire upper floors, balancing T spawn etc.

    I'm sure you can bring this to a good end, but start now in Hammer to see what goes and what doesn't.

    Yeah, I started on hammer already and now some screenshots are public. Thanks for your feedback :)


    Quote from crowbAr

    you could start with the real life location, then modify it and keep iterating until it has good gameplay. Recreating a real location 100% is impossible anyway.

    Thats exactly what I am going to do, but my actual plan is only to modify the details to improve the gameplay and leave the basic structure as it is now.

  • Tensei
    • August 5, 2015 at 8:18 PM
    • #12

    If you see nice angles in your real life location, keep them, but balance everything that isn't nice :D Simply said.

  • DeWil
    • August 8, 2015 at 3:26 PM
    • #13
    Quote from Tensei

    If you see nice angles in your real life location, keep them, but balance everything that isn't nice Simply said.

    Yeah, of course

    _______________________________________________________________________________________________

    Guys,

    I currently have some troubles with an error and I asked in some forums for help.

    Maybe anyone of you can help me :/ Just go here for that: http://forums.steampowered.com/forums/showthr…77#post36104877

    I hope someone can help me :/ - I currently didnt have much time because I'll go to vacation in a few days. Originally i wanted to finish the biggest parts of the map before that, but if that error consists...

  • Vaya
    • August 8, 2015 at 4:02 PM
    • #14

    Maybe delete and recreate the displacements or move your work to a new VMF?

  • DeWil
    • August 8, 2015 at 4:52 PM
    • #15

    Okay I deleted all details, that solved the error :3

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