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[CS:GO][WIP] de_sanchez

  • jd40
  • February 26, 2016 at 6:49 PM
  • jd40
    • February 26, 2016 at 6:49 PM
    • #1

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

    Theme is an abandoned mining town.

    [Blocked Image: https://i.imgur.com/s1Am5um.jpg]

    [Blocked Image: https://i.imgur.com/YTbtiIp.jpg]

    Workshop

  • Quotingmc
    • February 26, 2016 at 6:52 PM
    • #2

    Any screenshots?

  • jd40
    • February 26, 2016 at 6:59 PM
    • #3
    Quote from Quotingmc

    Any screenshots?

    Updated OP

  • jd40
    • March 11, 2016 at 3:57 PM
    • #4

    Hi everyone. Sorry I couldn't make it to the last playtest. I've gone through the demo a couple times and hopefully fixed some of the jarring problems the map had.

    Here's both layouts for comparison

    [Blocked Image: http://i.imgur.com/xDJGWro.jpg][Blocked Image: http://i.imgur.com/BbyvMzE.png]

    Summary of changes:

    • Moved A towards mid and T considerably.
    • Added another retake entry to B
    • Shortened mid considerably, rifles are totally viable for holding mid now.
    • Shortened most sightlines.
    • Added some cover on B

    I know you guys don't like greyboxes on playtests, should I detail a bit before going for another one?

  • Vaya
    • March 11, 2016 at 4:51 PM
    • #5

    I don't think anyone minds greyboxes. It's mainly what we test.


    Looks like you've snaked a lot of routes, is this to fix sightlines?

  • jd40
    • March 11, 2016 at 7:00 PM
    • #6
    Quote from Vaya

    I don't think anyone minds greyboxes. It's mainly what we test.


    Looks like you've snaked a lot of routes, is this to fix sightlines?

    Some of them yes, the one in "top mid" is just a staircase.

    [Blocked Image: http://i.imgur.com/nqQ9gTY.jpg]

  • jd40
    • May 31, 2016 at 2:56 PM
    • #7

    So I've decided to redo B entirely.

    [Blocked Image: http://i.imgur.com/HQEfj8l.png]

    Any thoughts on the new B ?

    I changed up A a lot too. I removed the heaven entry and simplified A long.

    This is probably the only non standard thing left:

    [Blocked Image: http://i.imgur.com/oU5BHg9.png]

  • gamez7
    • June 2, 2016 at 1:51 AM
    • #8

    Is there a workshop link for the map? I would like to check it out in-game.

  • jd40
    • June 2, 2016 at 8:00 PM
    • #9

    There is but it's a few months old. http://steamcommunity.com/sharedfiles/fi…s/?id=632996405

    edit: updated now but haven't changed the radar. I'll make a few more tweaks before going for a playtest.

  • jd40
    • June 14, 2016 at 2:10 PM
    • #10

    Alright here's the new layout.

    New, as mentioned in above posts:

    B completely redone

    A long entry simplified

    tweaks all over...

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

    I think maybe there's not enough mid control for CTs, maybe I'll add some kind of window. I'll see after the playtest.

  • Logic
    • June 20, 2016 at 11:27 AM
    • #11

    Some thoughts from yesterdays playtest:

    Potential issues:

    1. Don't let CT's peek over the board, only in the opening.
    2. I understand why the clipping on the tractor is there, but personally I hate forced clipping.
    3. The entrance to B is very narrow and uninteresting. Also forcing T's to drop down a bit when they push puts them at a major disadvantage.
    4. Make some extra room for the spawn so it's not as cramped.
    5. Not too fond of this angle since CT's can stand really far back and see the catwalk from there.
    6. Mid is hard to control for T's since both entrances from the CT side allows them to flank easily. This is a hard one for me to explain though. Tell me if you need further explanations.

    The good stuff:

    Personally I like the A-setup! T's are at a disadvantage if they only push at 8 since CT's have the high ground. The CT peek is risky though since T's can easily take control of 7, and they now have 2 entrances to the site (through 7 & 9) and control over the courtyard (8). I think this is interesting and I wouldn't actually change much in this area :D

  • jd40
    • June 23, 2016 at 12:37 AM
    • #12

    Wow thanks, that's some feedback.

    I've actually fixed some of the problems you listed straight after the playtest including b entry and (5) sightline. Interestingly I also extended CT spawn exactly like you posted. Moved T spawn back too, to widen the timings a bit.

    I was about to dig into mid and make it more traditional but I think I'll keep it like this for now. Maybe I'll add some kind of overpass toilets thing to make the area more interesting.

  • jd40
    • August 31, 2016 at 12:43 AM
    • #13

    Been mapping a bit lately. Don't have any pretty compile pics because I haven't decided on time of day yet, might go for night. Here's some wip:

    Some scenery outside B site

    [Blocked Image: http://i.imgur.com/Pg8L9K5.png]

    Mid:

    [Blocked Image: http://i.imgur.com/vway2Ob.jpg]

    And here's a crazy new idea for B

    [Blocked Image: http://i.imgur.com/7UIbA9h.jpg]

    There's a ladder going down into a mineshaft which comes out into a ramp leading to B site. The ramp is quite deep and the headpeeks might be a bit much tho.

  • Radu
    • August 31, 2016 at 9:37 AM
    • #14

    I like the displacement work. I recommend you go for mid day and clear blue sky.

  • 'RZL
    • August 31, 2016 at 12:41 PM
    • #15
    Quote from Radu

    3 hours ago, Radu said: I like the displacement work. I recommend you go for mid day and clear blue sky.

    You could say, you'd want it to be... high noon.

    [Blocked Image: https://i.ytimg.com/vi/w0746xNFlEg/maxresdefault.jpg] [Blocked Image: http://66.media.tumblr.com/83eff6256387d72b9fae6a104fbf7208/tumblr_o54q8rYGFr1rokb0vo1_1280.png] [Blocked Image: http://images.8tracks.com/cover/i/010/124/570/tumblr_o8za8y6Qiz1vvi26ho1_1280-6014.jpg?rect=224,0,832,832&q=98&fm=jpg&fit=max]

  • Radu
    • August 31, 2016 at 2:12 PM
    • #16
    Quote

    1 hour ago, 'RZL said: You could say, you'd want it to be... high noon.

    [Blocked Image: https://66.media.tumblr.com/7655153305d68661137bb64ff700f67f/tumblr_npcypthdqv1tq4of6o1_500.gif]

  • jd40
    • August 31, 2016 at 5:44 PM
    • #17

    Scheduled the playtest on sunday.

    Compiled it from old placeholder light_env and sky so they don't even match, and the light is a bit on the dark side. It should do for a playtest tho.

  • FMPONE
    • August 31, 2016 at 8:53 PM
    • #18

    Keep going!

  • jakuza
    • September 1, 2016 at 4:41 PM
    • #19
    Quote

    Quote [Blocked Image: http://i.imgur.com/vway2Ob.jpg]

    Please don't use that rock wall like that! All that dense geometry under the surface will be rendered and wasted. If you decompile the model and pull off a few pieces, you'll have a lot more control over the overall look as well. You could even recolor the texture to match the ground.


    Really love the look though, can't wait to see more :)

  • jd40
    • September 30, 2016 at 11:56 PM
    • #20

    Update

    I've been using subdivide a lot for this map, it's magic.

    [Blocked Image: http://i.imgur.com/LMMio2G.gif]

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

    [Blocked Image: http://i.imgur.com/8JDJYfH.png]

    [Blocked Image: http://i.imgur.com/7UGHElM.png]

    I got T spawn done, and part of CT.

    [Blocked Image: http://i.imgur.com/5DSVrxe.png]

    (circled: visibility problems) I know people complained about visibility a lot on the playtests- I did try to address this but not too sure how successful it was.

    Added a lamp at A long[Blocked Image: http://i.imgur.com/MXXScLM.png]

    Brighter/cleaner textures at mid

    [Blocked Image: http://i.imgur.com/yclbj8s.png]

    [Blocked Image: http://i.imgur.com/fGLpSO5.png]

    I'm still using the optimization disaster stone wall :P But I did recolor the stonepath decal to match it.


    I've changed up B too. The mineshaft was really annoying to play. Mid is unchanged and Ts can still get to B from mid unchallenged.

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

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

    [Blocked Image: http://i.imgur.com/Aoh3bXM.png]


    This was originally going to be a desert cowboy town but then turned more into a northern mining town. So maybe a name change wouldn't hurt, something like de_goldfield ? Sanchez is pretty cachy tho might just keep that even tho it's not mexican/southern at all.

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