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[CS:GO] de_tiger (WIP)

  • Jayslash
  • January 28, 2016 at 12:13 PM
  • Jayslash
    • January 28, 2016 at 12:13 PM
    • #1

    Hello all!

    I've been working on my map de_tiger since it got playtested here a while ago.

    It's a defuse map based on a temple in the jungles of Cambodia, like Angkor Wat.

    Here's the workshop link if you want to take a look: http://steamcommunity.com/sharedfiles/fi…s/?id=542477697

    All textures that are currently on the map are placeholders, my playtesting crew got tired of white walls so I just kinda threw something together.

    I'm currently trying to finish the layout and then hopefully I can start detailing and optimizing everything.

    If you have any feedback, please leave a reply!

    Screenshots:

  • Freaky_Banana
    • January 28, 2016 at 4:41 PM
    • #2

    Hey, I like parts of it. Especially the spawns have a good look already. Otherwise, I'd try to make the whole thing less square (some displacements on the floor and some detailing on walls).

    If you are simply looking for gameplay feedback: There are some ledges (i.e. there is one on the left just after exiting T Spawn) which you can not walk on. Actually it's all of those ones which are there to break up the visuals: Make them walkable. It's just extremely irritating. And there is this underpass (not the actual tunnel with the mining lights) with super low entrances which you can only get through right in the middle. Maybe lower the floor a bit further there. Also I wasn't quite sure what purpose the scaffolding in T mid serves after a certain point.

    Overall it looks enjoyable though. Cheers!

  • Jayslash
    • February 1, 2016 at 10:39 AM
    • #3
    Quote from Freaky_Banana

    Hey, I like parts of it. Especially the spawns have a good look already. Otherwise, I'd try to make the whole thing less square (some displacements on the floor and some detailing on walls).

    If you are simply looking for gameplay feedback: There are some ledges (i.e. there is one on the left just after exiting T Spawn) which you can not walk on. Actually it's all of those ones which are there to break up the visuals: Make them walkable. It's just extremely irritating. And there is this underpass (not the actual tunnel with the mining lights) with super low entrances which you can only get through right in the middle. Maybe lower the floor a bit further there. Also I wasn't quite sure what purpose the scaffolding in T mid serves after a certain point.

    Overall it looks enjoyable though. Cheers!

    Thanks for taking the time to check out my map! I've just updated the workshop version.

    I removed some clips in places that looked like they should be walkable.

    I've lowered the floor in the underpass as you suggested:

    I also changed the scaffolding in mid so that you can no longer walk on it. It really didn't serve any purpose other than filling space:

  • Freaky_Banana
    • February 1, 2016 at 7:34 PM
    • #4
    Quote from Jayslash

    I also changed the scaffolding in mid so that you can no longer walk on it. It really didn't serve any purpose other than filling space:

    Well one thing I noticed there was a rather cool sightline to behind the over-headheight box on CT side mid.

  • Tyker
    • February 4, 2016 at 9:04 PM
    • #5


    Obvious, but still worth pointing out: Holes on the fences

    It would be nice to have a grate here somewhere, or some place the water comes from or goes to.

    On the minimap it looks like I should go right here, but that's actually below. Adding a line in the minimap might help to distinguish that wall

    It might be nice to break the brushes up here so the shadows look correct
    Also, it would be nice to see some different wall textures at some parts of the map. Right now it is very noisy and the same colours are everywhere, making it a bit hard on the eyes.

    Are you compiling with expert compile and -staticproplighting? Some lighting in the maps look weird on the models

    For some reason the water changes shaders when walking down this hall. No clue why!

    I just thought this looked neat so I took a picture of it. Goodluck with the map!

    Images

    • 2016-02-04_00004.webp
      • 182.73 kB
      • 1,920 × 1,080
    • 2016-02-04_00005.webp
      • 168.32 kB
      • 1,920 × 1,080
  • Jayslash
    • March 3, 2016 at 2:22 PM
    • #6

    Alright, back with another update!

    Thank you everyone who participated in the playtest. I got some valid criticism and suggestions.

    First of all I have changed the radar image since it got a lot of flack for being on a white background. It's kinda messy at the moment but I'll work on it:

    Second, I've changed Middle quite a bit. There's now an elevated route to B connector, that slows anyone that's rotating, rushing or flanking.

    The ladder room and tunnel from Mid to A have been removed. CTs now have two arches that they can enter mid through. One has line of sight to the Ts entrance, but rushing Ts will arrive at the angle first. The other arch is behind some boxes that provide cover.

    There's also a one-way drop in mid that Ts can use for flanking.

    B site has been rearranged a little, so you can't watch the planted bomb from T side entrance anymore. Also the upper area behind the site provides less cover.

    Also I've closed this wall that connected to T side Mid entrance.

    There are some smaller changes in addition to these that I won't go over. If you have any suggestions to improve the map, leave a reply!

    (I'll fix the water changing shaders soon, I just keep forgetting)

  • Shibou
    • March 5, 2016 at 1:26 PM
    • #7

    The removed white surrounding of your minimap looks less distracting now. I think if you might reduce the saturation of the minimap image and add lines that represent the walls of each area it might help too. To give you an example: http://imgur.com/xmnqHxh

    I have noticed that you fixed some clipping issues for example inside that tunnel. Maybe a few brushes need to be reworked too.


    Here you added clipping to the wooden beam on the left side, but not to the one on the right side (like many) others. If yu would like to smoothen player movements everywhere I suggest adding clipping brushes everywhere.

    Here the player can get stuck at the door and the arch.


    The lighting/darkness here looks a bit ugly.

    Texture alignment here confueses me a but, at least it remindsme at this one:


    Overall your map looks great to me I can't await to play it with some mates :D

  • Logic
    • March 7, 2016 at 1:08 PM
    • #8

    I really like how clean this map looks! Keep that up! :D

    Quote from Jayslash

    I think the area above looks a bit depressing. Maybe you could add a splash of color in here if the sun's angle can't reach it somehow

  • Jayslash
    • April 23, 2016 at 11:53 PM
    • #9

    It's been a while, hasn't it?

    I've been working on this map on and off. I've never taken a map this far into production, so I've had to learn a lot :D

    Before this update, the map had next to no optimization. I've added areaportals (and tried to add hints, still have no idea how to use those effectively), I've improved the skybox, so it's no longer just a box around my map, and I've added fade distances to props.

    Gameplay-wise, the map hasn't changed a lot, I've been fiddling with mid and I'm quite happy with it at the moment. I also removed the window on A site.

    Here's the Workshop Link. I'm hoping to get this map playtested again soon! If you have any suggestion to improve this map, leave a comment!

    SCREENSHOTS:

    Spoiler

    PS. Apparently tigers are now officially extinct in Cambodia, where the map is set. Should I change the name to something else from de_tiger? I've been seriously considering this.

  • will2k
    • April 24, 2016 at 3:15 PM
    • #10
    Quote from Jayslash

    15 hours ago, Jayslash said: Before this update, the map had next to no optimization. I've added areaportals (and tried to add hints, still have no idea how to use those effectively)

    Here you go :)

  • Jayslash
    • April 5, 2017 at 10:45 PM
    • #11

    I'm back, with another update! For the last 9 months I've had all my time taken by military service, but now I'm back to mapping! I still managed to get some work done in those months, including a 5v5 competitive playtest with reddit. I got some valuable suggestions, that I've tried to implement in this version.

    So here are the biggest changes:

    – Added 4 new routes to help with rotation times and give players more options.

    Spoiler

    – Redesigned mid to feel less cluttered.

    Spoiler

    – Moved T spawn further away to give CTs more time to set up

    Spoiler

    – A site changes: removed back room, changed the cover on site

    Spoiler

    – B site changes: moved connecting routes, made the site a little bigger, made the main route longer

    Spoiler


    I've learned the hard way that the layout of a map should be done first. Hopefully I'm close to finalizing the layout, so I can finish up the detailing and optimization.

    I haven't updated the minimap for this version yet, it'll be added soonish. There are some minor visual bugs that I found after updating the map, those will be fixed in the next version.


    You can download the map here: WORKSHOP LINK

    As always, any and all feedback is appreciated.

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