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de_venue [WIP]

  • Scoots1m
  • August 25, 2015 at 4:21 PM
  • Scoots1m
    • August 25, 2015 at 4:21 PM
    • #1

    This thread will be my entry to the mapcore contest, de_venue.

    Workshop Link: http://steamcommunity.com/sharedfiles/fi…s/?id=510127153

    Map Setting

    de_venue is a bomb defuse map themed around an art exhibition in London. The terrorists are looking to blow up the millions of £ worth of artwork before the venue opens to the public.


    The map is aesthetically split into 3 to help players locate what side of the map they are on, with a different colour scheme for each bombsite. The bombsites themselves contain the art on display.


    Radar

    [Blocked Image: http://i.imgur.com/l3IjvtJ.png]


    Screenshots

    Bombsite A

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

    Bombsite A below

    [Blocked Image: http://i.imgur.com/KB8qLSU.jpg]

    Bombsite B above

    [Blocked Image: http://i.imgur.com/Um9tCrP.jpg]

    Bombsite B below

    [Blocked Image: http://i.imgur.com/I2Ee6my.jpg]

    Tspawn

    [Blocked Image: http://i.imgur.com/ly5Z6Lu.jpg]

    CT side mid stairwell

    [Blocked Image: http://i.imgur.com/GXK2fu2.jpg]

    T side mid

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

    Mid

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


    I didn't manage to finish everything I was aiming for in time for the deadline as I didn't discover the competition until late, however this should still be a great opportunity for any feedback as I still plan on completing the map at a later date :) Here's what I've got planned...

    Short term plans

    • Add decals leading to and from each bombsite to help new players find their way.
    • Add detailing on the floor and rafters.
    • Replace dev textures with artwork (the popup stands).
    • Replace the ugly green tents with a more eye pleasing alternative.
    • Optimization - adding area portals and hints.

    Long term plans

    • Replace the curtain brushes with actual curtain models, then open up a couple sides of the rooms to display detailing inside.
    • Replace the pillars in lower that are models with brushes, which will improve the lighting effect.
    • Add some more art displays in the smaller rooms below.
    • Improve CT spawn side skybox.
    • Replace 2D skybox with a london themed horizon, showing london landmarks.
    • Replace the bus at T spawn with a classic London red double Decker bus.
    • Rebuild the radar, currently the roof rafters aren't showing so its lit up incorrectly.
    • Replace the Propper models with some more detailed props designed in a 3D modeling program.
  • Scoots1m
    • August 26, 2015 at 3:42 PM
    • #2

    Finished the T side Skybox - doesn't look as nice as the CT side but i lacked the time to put the same detail into the buildings.

    Screenshots below.


    [Blocked Image: http://i.imgur.com/uNe94qU.jpg][Blocked Image: http://i.imgur.com/ldViM3S.jpg][Blocked Image: http://i.imgur.com/UzMH03W.jpg][Blocked Image: http://i.imgur.com/8H6PWqF.jpg][Blocked Image: http://i.imgur.com/nGdjhVQ.jpg][Blocked Image: http://i.imgur.com/qMGXYuS.jpg]

  • Quotingmc
    • August 26, 2015 at 3:45 PM
    • #3

    This name is already in use: https://migrationtest.mapcore.org/topic/19191-csgo-de_gallery/

  • Scoots1m
    • August 26, 2015 at 4:57 PM
    • #4

    So there is, I'll have to have a re-think of the name then :) as mine is not primarily an art gallery like the project you linked.

  • Scoots1m
    • August 27, 2015 at 2:29 PM
    • #5

    Decided on the new name, gone with de_venue instead of de_gallery.


    I've also done a full compile overnight and have a map ready for testing, I'd appreciate any feedback:


    BSP: https://www.dropbox.com/s/hdbz6a8pfzft9wo/de_venue.bsp?dl=0

    Nav (if you want to kill bots): https://www.dropbox.com/s/hghqc0dt1zpdq1e/de_venue.nav?dl=0


    Excuse the orange wood beams, i left a dev texture on the curtain blocks and its made everything orange >.>

  • Scoots1m
    • September 1, 2015 at 12:40 AM
    • #6

    First post edited with the workshop link :)

  • jackophant
    • October 22, 2015 at 12:45 PM
    • #7

    I understand you're having problems with FPS.

    What sort of optimisation techniques have you implemented?

  • Tensei
    • October 23, 2015 at 1:45 AM
    • #8

    I think "nodraw" is missing in a lot of places (especially detailed ones) and there are lots of things that should already go to func_detail

  • Scoots1m
    • October 23, 2015 at 1:46 PM
    • #9

    Aye, I've been working on optimizing the map over the past few days, the main aim being to increase FPS across the map.


    I've added in some hints to hide off sections of the map from each other, and area portals to the main entrances to the middle of the map. Its worked wonders for the side wings, but the middle is still a bit of a drain on the FPS (albeit its MUCH better than it was before). The issue is that the middle is so open and i used so many models which are all visible.


    I was planning on reducing the number of models i used by combining all of the individual models on the stairs into a handful of larger ones, (there are some 50+ per stairwell). As well as doing the same with the green handrails. Am I correct in saying that one larger model is better than multiple smaller ones? In each situation the models will be part of the same visgroup as i cant split them up in any way.


    Here's the latest build, its a bit unpolished though as i reworked the roof and haven't tided a few things up yet: https://www.dropbox.com/s/n3meubqhog63…5_TEST.bsp?dl=0

  • Bodd Jonar
    • October 23, 2015 at 3:07 PM
    • #10

    How many numportals do you have now? Mirage has something like 3300 before hint and skip is applied, havent checked the other official maps but I can assume that they have something of the same.

  • jackophant
    • October 23, 2015 at 3:30 PM
    • #11

    You can get really creative with area portals. Look for strange areas that could benefit from them that aren't just doorways. You can stretch them across stairwells or across corridors. Maybe try and block more vis on mid and area portal each side of it for instance.

  • Scoots1m
    • October 23, 2015 at 3:39 PM
    • #12

    1431 according to my latest logs. Reckon its worth adding some more hints?


    I've actually added area portals in the spaces between the top and bottom floors of mid, it does a great job hiding the models not on your floor. I'll have to see if i can fit in any more.

  • laminutederire
    • October 23, 2015 at 8:19 PM
    • #13
    Quote from Scoots1m

    1431 according to my latest logs. Reckon its worth adding some more hints?


    I've actually added area portals in the spaces between the top and bottom floors of mid, it does a great job hiding the models not on your floor. I'll have to see if i can fit in any more.

    sometimes adding portals can help with the optimization, goal always is to reduce the visibility of what you actually cannot see

    Have you optimized your models too?

  • Scoots1m
    • October 24, 2015 at 12:27 AM
    • #14

    The models are all propper models, as i had the intention of replacing them later with more detailed ones made in Blender. I've been quite thorough with them though as i wanted to keep the filesize to a minimum.


    Not sure if replacing them is a good idea now, might end up making things worse ;)

  • laminutederire
    • October 24, 2015 at 3:46 PM
    • #15
    Quote from Scoots1m

    The models are all propper models, as i had the intention of replacing them later with more detailed ones made in Blender. I've been quite thorough with them though as i wanted to keep the filesize to a minimum.


    Not sure if replacing them is a good idea now, might end up making things worse ;)

    what I meant was that you can make use of normal maps etc to optimize models in both size and performances, if I'm not making any mistakes :)

  • Scoots1m
    • October 26, 2015 at 3:26 PM
    • #16

    I added in a hidden solid wall across the lower level of the center of the map, and added an area portal between that wall and the next. Its greatly helped as if your on the lower section of mid it now blocks off the other half of the map.

    In order to sort the upper section of mid i've added a load of hints at angles around the world brushes that make up the mid ledges, this has helped by removing a good chunk of the detailing. Compile times are through the roof, but its hopefully worth it for the FPS drop.


    I could use some FPS feedback on the latest build: https://www.dropbox.com/sh/n9ct02d8dsq…PPkD9hO3Ra?dl=0 I'm hoping to submit this build for a playtest unless someone happens to have FPS issues with it again.

  • Freaky_Banana
    • October 26, 2015 at 7:47 PM
    • #17

    Ok guys aside from the FPS topic for a second: I had a quick run around the map and I think that the downstairs part looks really cool. This is contrary to upstairs. The readability up there is aweful, it's clutered with stuff (which results in nonsolid props ; I really hate those!) and the area just doesnt feel "clean". Also there are way too many colours visually standing out which results in confusion about where to look. I think that that area should get a huge amount of cleaning up, just somewhat making it more linear and nice to look at.

    But further adding to the FPS stuff: My laptop didnt manage to run the map fluidly (it is somewhat of a toaster though so don't think this'd be the case for everyone! I am even pretty sure the big PC I use on the weekends would manage quite well.)

    Cheers!

  • El_Exodus
    • October 29, 2015 at 8:09 PM
    • #18

    Just loaded it up because of the FPS topic. No further words needed:

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

    Don't compile in fast mode(if you do so) and make use of render distance for models. Performance is super bad. I'm surprised the game didn't crash when i used mat_wireframe 1

    Edit: Some areas are "ok" performance wise. But the whole central area is not.

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