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de_aqueduct new level in need of feedback BAD!

  • maxlevelboi
  • December 5, 2015 at 1:58 PM
  • maxlevelboi
    • December 12, 2015 at 12:07 PM
    • #21
    Quote from Kochi

    2 weeks?!

    i wonder what you can do in a month

    probley build New York again

    good job

    I forgot to edit my original post! Sorry it is now 3 weeks development time, at the time of releasing the level for the first time it was 2 weeks :)!

  • maxlevelboi
    • December 14, 2015 at 12:40 AM
    • #22

    Update includes:

    • Layout iteration
    • Graphical improvement
    • Started Optimization of my level[Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182272576702498/7671FDD84341EA9978E4FED9C35597061F087C02/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182272576704791/DF8453B4AD121BA98BF336DB1E032825A5644865/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182272576713735/34C5F062BA3F271B16370C9233965648EC800118/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182272576704098/3459C3C3BA8608D6DC108A6070894D071B964539/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182272576703736/3134A244BD839F07E43E923C477A025A584793A2/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182272576704359/AB3C6AAF08AB2AD264DF05E0B83A0FD42E6F77FF/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182272576705312/45CB5AAA354668DA1C3FB452037D537B396285C0/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182272576803918/886820D750C086C7C3CD5C843E576D2BED60C68A/]
  • maxlevelboi
    • December 15, 2015 at 12:44 AM
    • #23

    Updated my level with a mayor rework of bombsite B I could use a lot of tips and input on it : -) The graphical glitches and bugs where left there because of the fact that I had to rush this update


    By the way why are some props just SUPER bright?


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182272580932128/AFE2CB503B686EFE51D9826188FC1358276DA1C9/]

  • Freaky_Banana
    • December 15, 2015 at 3:02 PM
    • #24
    Quote from maxlevelboi

    Updated my level with a mayor rework of bombsite B I could use a lot of tips and input on it : -) The graphical glitches and bugs where left there because of the fact that I had to rush this update


    By the way why are some props just SUPER bright?


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182272580932128/AFE2CB503B686EFE51D9826188FC1358276DA1C9/]

    Their lighting origin is probably weird. just set info_lighting entities in a place which has lighting similar to the one you want on the prop (preferably place the entities close to the prop in direct line of sight), name the entity and go into the prop's properties. Select the right name from the dropdown menu at lighting origin. There you go ;), the prop should be properly lit.

    Cheers!

  • maxlevelboi
    • December 15, 2015 at 9:51 PM
    • #25
    Quote from Freaky_Banana

    Their lighting origin is probably weird. just set info_lighting entities in a place which has lighting similar to the one you want on the prop (preferably place the entities close to the prop in direct line of sight), name the entity and go into the prop's properties. Select the right name from the dropdown menu at lighting origin. There you go , the prop should be properly lit.

    Cheers!

    You are my hero : )!!!!

  • Freaky_Banana
    • December 16, 2015 at 12:47 PM
    • #26

    No problem :) .

  • maxlevelboi
    • December 17, 2015 at 12:12 AM
    • #27

    Alright I have been updating the level daily for roughly 2 weeks now and I am starting to get into the rhythm of this : -)

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/4011828143…B6A02245D52FEC/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/4011828143…8C0568BA7898B3/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/4011828143…882A76C5A28642/]


    Some areas that have been getting more love since the release : -) there is much more to show but I don´t want to keep making walls of screenshots I recommend going to my workshop page for more images!

    http://steamcommunity.com/sharedfiles/fi…s/?id=569110763

  • maxlevelboi
    • December 21, 2015 at 1:24 AM
    • #28

    Hey, I made a massive patch that I badly need feedback on the sites and middle mainly

    http://steamcommunity.com/sharedfiles/fi…s/?id=600728667

  • Quotingmc
    • December 21, 2015 at 7:21 PM
    • #29

    Physics?

    Quote from maxlevelboi

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182814323753888/29CEA21D63537E21BF6D3B932789FECD28A92F4C/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182814323758811/CD662CEADCE6E1415CEBDC1B339D5FC3441C68D7/]

    These half pillars look really odd, just make the arches bigger and have each support go down to the ground.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182814323758014/C0BF988D24B0C144E97026438372529A747381E7/]

    The princess castle needs to go, it doesn't make sense imo.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182814323753888/29CEA21D63537E21BF6D3B932789FECD28A92F4C/]

  • maxlevelboi
    • December 21, 2015 at 9:59 PM
    • #30
    Quote from Quotingmc

    Physics?

    These half pillars look really odd, just make the arches bigger and have each support go down to the ground.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182814323758014/C0BF988D24B0C144E97026438372529A747381E7/]

    The princess castle needs to go, it doesn't make sense imo.

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182814323753888/29CEA21D63537E21BF6D3B932789FECD28A92F4C/]

    I will be adding broken wall as support in the next patch for the car : -)!


    And voila the princess is gone and Arabic architecture took her place!


    I will be making the rest of the half pillar however I liked the idea of the pillar being decayed and old so I want to make it a bit better looking with wooden supports and such : -)!

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/401182814327526826/95735F56A8C5C2599A9EC6AA970E2C7EB8E0B768/]

  • maxlevelboi
    • December 26, 2015 at 9:49 PM
    • #31

    Updated yet again with graphics getting prioritized : -)

    Next patch will focus on replacing windows that are just stuck to walls like stickers

    http://steamcommunity.com/sharedfiles/fi…s/?id=600728667


    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/365154562172214531/F75CE9A1806038B7D6E1D3A76A78565A279BE917/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/365154562172215558/273ACA1F9AB031AE23267CF2892BC0E3EEB48287/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/365154562172215841/E21CB2A94FF7DA85D650EA9B7C08A227A92B3023/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/365154562172218379/36D925A233FE8836B3F27A5126859A8FA5A18317/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/365154562172218934/0347460F37DDB253D40CF02FCD389A058F7F5FC9/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/365154562172218080/A81EDC7BB5E551505E9DE35F6F86CEA378E1EEB7/]

  • TheGuma
    • December 27, 2015 at 1:07 AM
    • #32

    You should prioritize the graphics by making the map design more consistent, not more detailed. Also, work on the texture noise, make sure the fog stays only within the skybox and not the playable areas. Remove the colors that stick out and use them to guide players, perhaps instead of using more colors only have two dominant colors in the map.

    Currently your map is very yellow, perhaps add red/yellow palette? Have more buildings in red? Or maybe yellow/blue? See what works for you, usually it makes the map stick out more and make it look less "dust2" from the workshop.

  • maxlevelboi
    • December 27, 2015 at 2:29 PM
    • #33
    Quote from TheGuma

    You should prioritize the graphics by making the map design more consistent, not more detailed. Also, work on the texture noise, make sure the fog stays only within the skybox and not the playable areas. Remove the colors that stick out and use them to guide players, perhaps instead of using more colors only have two dominant colors in the map.

    Currently your map is very yellow, perhaps add red/yellow palette? Have more buildings in red? Or maybe yellow/blue? See what works for you, usually it makes the map stick out more and make it look less "dust2" from the workshop.

    Thanks for the feedback : -) I am thinking of choosing the classical blue and orange theme for the level and I will make sure to fix the issues pronto!

  • maxlevelboi
    • December 28, 2015 at 4:40 AM
    • #34
    Quote from TheGuma

    You should prioritize the graphics by making the map design more consistent, not more detailed. Also, work on the texture noise, make sure the fog stays only within the skybox and not the playable areas. Remove the colors that stick out and use them to guide players, perhaps instead of using more colors only have two dominant colors in the map.

    Currently your map is very yellow, perhaps add red/yellow palette? Have more buildings in red? Or maybe yellow/blue? See what works for you, usually it makes the map stick out more and make it look less "dust2" from the workshop.

    I hope this patch will be an improvement : -)!

    http://steamcommunity.com/sharedfiles/fi…s/?id=600728667

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/365155083949553461/E145FB5BCF63F17FC535A5AE5E936452947E2FF6/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/365155083949553995/0A5BB317B794EF6750E7C5907006A2D88FC3B760/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/365155083949555181/2E5D0FB36EBB6ACA8078B894E92BE6A8674BD29C/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/365155083949556874/E9DFF4DF7892E5F780BAA97DCB305C52EB53B37E/][Blocked Image: http://images.akamai.steamusercontent.com/ugc/365155083949557755/E2230F757E2B6F01997121F32A7031EB980F29C4/]

  • wylde
    • December 28, 2015 at 7:09 PM
    • #35

    Wow man, that last graphics update looks much improved! The huge aqueduct being balanced atop those plaster walls seems to irk me a bit, but the color palate is much better and consistent, and it doesn't look like dust2 any more. The red bricks might be out of place as well. I like the plaster more. Keep it going!

  • maxlevelboi
    • December 28, 2015 at 8:54 PM
    • #36
    Quote from wylde

    Wow man, that last graphics update looks much improved! The huge aqueduct being balanced atop those plaster walls seems to irk me a bit, but the color palate is much better and consistent, and it doesn't look like dust2 any more. The red bricks might be out of place as well. I like the plaster more. Keep it going!

    Thanks man : -)! I am going to fix the pillars that support it, I agree plaster is stupid for that location!

  • Bodd Jonar
    • December 29, 2015 at 8:55 PM
    • #37

    I like it, but I feel like there is "too much" going on. Making colors and details less or more thought over might improve this.

  • maxlevelboi
    • December 29, 2015 at 9:38 PM
    • #38
    Quote from Bodd Jonar

    I like it, but I feel like there is "too much" going on. Making colors and details less or more thought over might improve this.

    Trying to cut down on noise : -) any areas in particular?

  • maxlevelboi
    • December 30, 2015 at 11:41 AM
    • #39

    Patched yet again : -)

    http://steamcommunity.com/sharedfiles/fi…s/?id=600728667

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/365155083959526846/5BAE3A19D384C42C899EA20FC03F76EFE7AB4A5D/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/365155083959552990/451342ACA4AE780280B9CF8F9F319EC5CAA499C9/]

    [Blocked Image: http://images.akamai.steamusercontent.com/ugc/365155083959555698/17CA74AA068AAB4AC17A140774D03EFAA464C77E/]

  • Vaya
    • December 30, 2015 at 12:02 PM
    • #40

    have you thought a mapcore playtest? Good way to get a rush of feedback

    the detailing looks super busy...in your last post the first/second compared to third screenshot- it doesn't look like the same area/theme? Modern bins mixed with dust2 textures and signage?

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