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[CS:GO][WIP] de_sanchez

  • jd40
  • February 26, 2016 at 6:49 PM
  • jd40
    • November 3, 2016 at 4:13 PM
    • #21

    Here's some compiled pics

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

    [Blocked Image: http://i.imgur.com/1eAkv84.jpg]

    [Blocked Image: http://i.imgur.com/X1YWcyS.jpg]

  • El Moroes
    • November 3, 2016 at 4:50 PM
    • #22

    Looks interesting and well detailed but I'm a bit afraid about the visibility ;)

  • jd40
    • November 3, 2016 at 5:32 PM
    • #23
    Quote from El Moroes

    38 minutes ago, El Moroes said: Looks interesting and well detailed but I'm a bit afraid about the visibilité ;)

    Yeah it's a disaster I need to play with sun brightness and exposure a bit

  • RA7
    • November 3, 2016 at 8:31 PM
    • #24

    Pimped

  • FMPONE
    • November 3, 2016 at 11:20 PM
    • #25

    Looking quite cool and a major improvement from before. All I can say is keep up the good work

  • General Vivi
    • November 3, 2016 at 11:37 PM
    • #26

    I really enjoyed playtesting this map.

    You will need a visibility pass on your walls and encounter points (which looks like it won't be that much of a challenge).


    *thumbs up*

  • vartaxe
    • December 22, 2016 at 4:49 PM
    • #27

    this theme looks interesting... i like it very much! keep it going ;)

  • jd40
    • December 24, 2016 at 9:15 PM
    • #28

    Haven't done much since I took those pics ^ but going for a playtest on 29th

  • jd40
    • January 2, 2017 at 9:59 PM
    • #29

    Post playtest changelog:

    -Blocked off some annoying angles

    -Removed minecart on B site

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

    -B short is now detailed and it's a lot more open (gotta add a lamp or something for visibility)

    [Blocked Image: http://i.imgur.com/ORGB3SG.jpg]

    -Fixed most bugs I remembered (fade distance on some props, broken displacements, ...)

    -Experimenting with some blend textures (new detailed area above)

    TODO: all interiors, some minor stuff around CT spawn, further optimization, 3d skybox, visibility tweaks. Hopefully get this done by the end of 2017 lol.

    I've added some hints now so performance should be a bit better. It's on workshop. Would be great if someone who had performance problems on the last playtest could check how it runs now.

  • Vaya
    • January 3, 2017 at 10:10 AM
    • #30

    Did you add any horizontal hints? That's what this map needs more than anything. I'll review whats being rendered tonight :)

  • WhatGrenadeWhere
    • January 3, 2017 at 10:47 AM
    • #31

    Dig the Old West theme.

  • jd40
    • January 3, 2017 at 2:31 PM
    • #32
    Quote from Vaya

    4 hours ago, Vaya said: Did you add any horizontal hints? That's what this map needs more than anything. I'll review whats being rendered tonight :)

    yeah I filled up the game area with horizontal hints but I'm thinking I made them too high and they see into far off vertical hints.

  • jd40
    • March 13, 2017 at 12:03 PM
    • #33

    So the map is now fully detailed (workshop has been updated). I've got some problems getting these areas to look right anyone got any tips?

    [Blocked Image: http://i.imgur.com/Xu49hQS.jpg]

    [Blocked Image: http://i.imgur.com/Ryo5rpp.jpg]

  • Lizard
    • March 13, 2017 at 12:19 PM
    • #34
    Quote from jd40

    18 minutes ago, jd40 said: So the map is now fully detailed (workshop has been updated). I've got some problems getting these areas to look right anyone got any tips?

    [Blocked Image: http://i.imgur.com/Xu49hQS.jpg]

    [Blocked Image: http://i.imgur.com/Ryo5rpp.jpg]

    Second screen looks very natural. I would leave it as it is. :)

  • text_fish
    • March 13, 2017 at 12:29 PM
    • #35
    Quote from jd40

    24 minutes ago, jd40 said: So the map is now fully detailed (workshop has been updated). I've got some problems getting these areas to look right anyone got any tips?

    [Blocked Image: http://i.imgur.com/Xu49hQS.jpg]

    [Blocked Image: http://i.imgur.com/Ryo5rpp.jpg]

    You could try removing the big red lines, they just seem a bit incongruous with the overall theme. Other than that I think it looks very nice.

  • jd40
    • March 19, 2017 at 3:11 PM
    • #36

    Made a radar image

    [Blocked Image: https://i.imgur.com/g9mwVg0.jpg]

    Scheduled a playtest on 23rd

    Apart from clipping and optimization touchups the map should be pretty much done.

  • jd40
    • March 24, 2017 at 1:27 PM
    • #37

    Thanks for testing everyone

    Somebody asked about lighting. Here's some screenshots of what I tried so far

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

    [Blocked Image: http://i.imgur.com/P6oNk0y.jpg]

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

    That last pic is from yesterdays playtest, but I've increased the sun angle a bit since. The reason I chose this over the second pic is shadow advantage for CTs.

    Other changes:

    • Breakable window on B short is now not breakable
    • CT spawn had some room for optimization but T is as good as it gets
    • Added some wires hanging throughout the map
    • Fixed bombstuck and floating barrel at mid
    • Fixed some clipping and loose nodraws, hopefully more when I get chat transcript or demo
    • Added glowsticks at the bottom of A site elevator shaft.

    The last thing to do left is soundscapes.

  • maxlevelboi
    • March 24, 2017 at 1:35 PM
    • #38

    Wowa, this looks legit : D!

  • Vaya
    • March 24, 2017 at 2:16 PM
    • #39

    you can increase the optimisations massively by moving high up models into the skybox. this will stop large areas of the map being drawn at once.

  • Klems
    • March 24, 2017 at 4:02 PM
    • #40
    Quote from jd40

    On 13/03/2017 at 1:03 PM, jd40 said: So the map is now fully detailed (workshop has been updated). I've got some problems getting these areas to look right anyone got any tips?

    I think if you removed the lighting in the upper area, and increased the lights in the lower area (as well as use a lighter floor texture, these are so 2004) this would improve the look a lot. Some spots would be great. I haven't played the map yet so I don't know if the upper area is walkable or not. Usually area that aren't walkable should have less contrast and should be less lit. Here it's the same color/lighting everywhere so nothing really catch the eye. Just my 2 cents. The second screen is fine but some more rocks and grass wouldn't hurt I guess. EDIT: also add some leaves under the tree

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