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

de_Intelligence [WIP]

  • Freaky_Banana
  • September 15, 2015 at 5:45 PM
  • Freaky_Banana
    • September 15, 2015 at 5:45 PM
    • #1

    ALL IMAGES FROM THIS THREAD FROM NOW ON ARE TO BE FOUND AT THIS IMGUR LINK: https://imgur.com/gallery/wlIyh1A

    Heyho guys,

    I worked on this map for a while now and am confident enough to put this out there. As a firsttime map, I don't see it as even close to really good, but that is also one reason why I threw it out here. I wan't to collect as much feedback as possible, so I can make the layout better, before detailing all too much of the map and just being angry about having to delete whole finished ares for gameplay's sake. so now, let's get to it:

    http://steamcommunity.com/sharedfiles/fi…s/?id=518398249

    Cheers, enjoy the map!

    PS: A bit of story, to why the Terrorists want to blow up this german surveillance facility.

    After all the scandals surrounding governments spying on their own population, these freelance Terrorists have decided to do good to the privacy of everyone and blow up either the technical support required for a surveillance satelite (bombsite B), or the local servers which store the gathered information for a short while and which are absolutely crucial to keep the facility running (bombsite A).

    Now using the very same technology which it is the aim of the Terrorists to destroy, the Government has overheard a phonecall of the culprits, talking about their plans and you, as a loyal to the state policeman are sent out to defend the facility.

    Which side are you going to choose ?

  • Vaya
    • September 16, 2015 at 9:25 AM
    • #2

    Get a Light_enviroment in your map for the outside area. you can copy from an existing map's VMF until you learn how to tweak the values.

  • Freaky_Banana
    • September 16, 2015 at 1:34 PM
    • #3

    I already use a light_environment, but I did not quite figure out yet, which angle I could use to maximise the amount of outside space which is lit up, whilst still having light shine in through the headlights of CT Spawn. Also I am no good at fixing the brightness as of yet ^^ ... Have you got any suggestions, which map's light_environment I should use ? I am going for a clean, white, modern look on the inside of the buildings, while having a dirty and rough white texture on the walls outside. something like this:

  • Vaya
    • September 16, 2015 at 2:46 PM
    • #4

    https://developer.valvesoftware.com/wiki/Counter-S…ensive_Sky_List


    sky_cs15_daylight01_hdr
    [Blocked Image: https://developer.valvesoftware.com/w/images/thumb/1/1a/Sky_cs15_daylight01_hdr_csgo.jpg/400px-Sky_cs15_daylight01_hdr_csgo.jpg]

    use settings for de_safehouse


    The above works well as a starting point.

  • jackophant
    • September 16, 2015 at 3:36 PM
    • #5

    You've set your sun angle to be really low:

    • 0 is horizontal light and casts loooooong shadows
    • 90 is straight down and very short shadows.

    What references are you using? You mention German surveillance facility, but I'm seeing a fountain and tiled roofs of the castle kind.

    That texture you've posted is also quite noisy and your walls will look super lumpy. I'd maybe suggest something like this:

    [Blocked Image: http://2.bp.blogspot.com/-kz4E0WYl9pA/VC1I_Y7m1RI/AAAAAAAAGMQ/Hk91vw9DbuQ/s1600/Wall%2Bstucco%2Bwhite%2Bpainted%2Btexture%2B4770x3178.jpg]

  • Freaky_Banana
    • September 16, 2015 at 8:25 PM
    • #6
    Quote from jackophant

    You've set your sun angle to be really low:

    • 0 is horizontal light and casts loooooong shadows
    • 90 is straight down and very short shadows.

    What references are you using? You mention German surveillance facility, but I'm seeing a fountain and tiled roofs of the castle kind.

    That texture you've posted is also quite noisy and your walls will look super lumpy. I'd maybe suggest something like this:

    [Blocked Image: http://2.bp.blogspot.com/-kz4E0WYl9pA/VC1I_Y7m1RI/AAAAAAAAGMQ/Hk91vw9DbuQ/s1600/Wall%2Bstucco%2Bwhite%2Bpainted%2Btexture%2B4770x3178.jpg]

    up to now there is no reference. Everything is entirely from my imagination. Also I want to change CT Spawn asap, to delete the huge sightline almost all the way from A to B. I was thinking of a sort of lobby area with a reception desk with a huge wall behind it. I am going to post a bsp of the new CT Spawn here soon, but I only have access to a PC with the actual game and the possibility of playtesting on weekends, which slows down the process considerably...

    On the two design tips: 1. Thanks a lot jackophant, 2. I was only a bit lazy: I simply wanted to show, that the roofs are roofs, whilst not tearing up the graphic style of the greybox completely. I just googled the texture as a quick example, I was thinking about actually using it though, so thanks for sending a better one. I am not as experienced at this stuff as you guys are, so I am really greatful that you help me out :) .

  • Freaky_Banana
    • September 19, 2015 at 12:19 PM
    • #7

    small bump. I have added in the new lighting suggested by Vaya (thanks! It looks way better now :) .) I have also worked on the A to mid connector and above all the CT Spawn. It has a completely new design, made for better gameplay and nicer visuals :) . screenshots were edited into the first post, and are otherwise to be found in better quality on the workshop page ;) .

    Cheers!

  • Freaky_Banana
    • September 27, 2015 at 11:54 AM
    • #8

    Ok guys, time for an update with the playtest coming up: I have done several fixes to the map, including:

    Adding in a big box in mid for balanceing the area, creating a larger lobby-like room in front of A on T side, making the ceilings higher in B Site. Furthermore I have changed the timings a little bit, so that CTs and Ts arrive at their positions in mid at around the same time. Here is a full list of the timings:


    Quote

    Spoiler TSpawn --> mid: 5 seconds (6 scoped)

    TSpawn --> mid balcony: 6 seconds (7 scoped)

    TSpawn --> entering BStairs through mid: 10 seconds

    TSpawn --> B-site (through mid): 15 seconds

    TSpawn --> B long: 10 seconds

    TSpawn --> B-site through long: 12/13 seconds

    TSpawn --> A long hall: 10 seconds

    TSpawn --> A-site (through mid): 11 seconds

    TSpawn --> A-site (through halls): 12/13 seconds

    TSpawn --> A-site (through long A): 14/15 seconds

    CTSpawn --> lower mid ramp: 5 seconds (6 scoped)

    CTSpawn --> lower mid boxes: 5 seconds (6 scoped)

    CTSpawn --> lower B-site box: 7 seconds

    CTSpawn --> B long: 8 seconds

    CTSpawn --> B midstairs exit: 11 seconds (12 scoped)

    CTSpawn --> A main: 9/10 seconds

    CTSpawn --> A mid connector exit: 11 seconds (12 scoped)

    CTSpawn --> A long: 10 (11 scoped)

    Rotation through CT Spawn: 12 seconds

    Rotation through mid: 12 seconds

    Display More

    Ok I edited everything in !

    So for now I am just looking forward to seeing you later for the playtest [Blocked Image: https://migrationtest.mapcore.org/uploads/emoticons/default_mapcore_smilies/emot_smile.gif] !

    Cheers!

  • spaly
    • September 28, 2015 at 2:14 PM
    • #9

    looks really nice, it kinda reminds me of a other map called de_neutron which is also set in some german facility :) Looking forward to updates

  • Freaky_Banana
    • October 3, 2015 at 2:25 PM
    • #10

    Ok guys, update time [Blocked Image: https://migrationtest.mapcore.org/uploads/emoticons/default_mapcore_smilies/emot_smile.gif] !

    So after the playtest I have now rebuilt parts of the map to be like feedback suggested.

    I have created an entirely new area around balcony, to make mid less T sided; I have widened and lenghtened B and adding in new spots; The big block was taken out of middle and a new path for rotations into security from CT Spawn was created; The cover in the centre of A site was deleted.

    I also added in a new way into the tunnels infront of B from the new area where balcony was to make takes easier by opening up more entrances.

    Now without further ado: screenshots of the new areas [Blocked Image: https://migrationtest.mapcore.org/uploads/emoticons/default_mapcore_smilies/emot_smile.gif] .

  • Freaky_Banana
    • October 24, 2015 at 11:40 AM
    • #11

    Ok guys, update time !

    I have worked on the map sporadically over the past few weeks, trying to texture some stuff (very little) and optimize gameplay.

    The most significant changes are noted here:

    - I added extra walls in mid (look at the screenshots) and adjusted the timings of the T's arrival --> CTs will be everywhere on the map about one and a half or two seconds earlier than Ts will (except for A Long and mid which they both reach at 10 for A Long or 7 to 8 seconds for mid)

    - I made the jump onto the boxes easier in mid and lowered mid's floorlevel a little

    - You can now just walk up onto upper mid from ontop of the boxes instead of having to jump

    - I removed the long stretched boxes in the big connector room between CT Spawn and B


    I have (which I am sure many of you will appreciate) started adding in entity-models and doing some proper lighting (that actually has a source! [Blocked Image: https://migrationtest.mapcore.org/uploads/emoticons/default_mapcore_smilies/emot_eek2.gif]-->lamps )

    But now: Screenshots [Blocked Image: https://migrationtest.mapcore.org/uploads/emoticons/default_mapcore_smilies/emot_biggrin.gif] !

  • Freaky_Banana
    • November 19, 2015 at 10:22 PM
    • #12

    Heyho guys,

    some new hot updates rolling in. I finally came to doing some of the texturing I had wanted to do. Unfortunately I can only upload the updated version with an overview on saturday, since my screen capturing doesn't work on the laptop when in fullscreenmode.

    So for now, you will have to see the changes from editor views: Feedback is superappreciated :3 .

    PS: Sorry I just couldn't hold this back until saturday, I am too hyped for having made progress :D !

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

  • clankill3r
    • November 22, 2015 at 11:29 AM
    • #13

    You also don't have almost no contrast in the hammer editor. Don't you hate that?

  • ashton93
    • November 22, 2015 at 12:59 PM
    • #14
    Quote from clankill3r

    You also don't have almost no contrast in the hammer editor. Don't you hate that?

    If I remember correctly shaded 3D preview in CSGO Hammer is broken, nothing will render if you turn it on

  • Freaky_Banana
    • November 22, 2015 at 1:51 PM
    • #15

    ok guys,

    sorry to have left you waiting yesterday, there was an unexpected and yet important demonstration to get to [Blocked Image: https://migrationtest.mapcore.org/uploads/emoticons/default_mapcore_smilies/emot_smile.gif] .

    But now here are the promised screenshots.

    Cheers!

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