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[CS:GO][WIP] de_sanchez

  • jd40
  • February 26, 2016 at 6:49 PM
  • MaanMan
    • March 24, 2017 at 7:36 PM
    • #41
    Quote from Vaya

    5 hours ago, Vaya said: 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.

    That might make the optimization worse. As all objects in the skybox are rendered if a player can see a 3d_skybox texture.

    It might be best to be aggressive with horizontal hints and area portals.

  • jd40
    • March 25, 2017 at 8:24 PM
    • #42
    Quote from Klems

    On 3/24/2017 at 5:02 PM, Klems said: 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

    thanks for the tips! I think it's an improvement, maybe the floor texture is a little too clean

    [Blocked Image: https://i.imgur.com/aIJ4jlZ.jpg]

  • Vaya
    • March 25, 2017 at 9:36 PM
    • #43
    Quote from MaanMan

    On 3/24/2017 at 7:36 PM, MaanMan said: That might make the optimization worse. As all objects in the skybox are rendered if a player can see a 3d_skybox texture.

    It might be best to be aggressive with horizontal hints and area portals.

    rendering a couple extra low poly models in the skybox vs entire large areas of the map. Would need to be tested but I'm pretty sure it would help the frames dips.

  • Squad
    • March 27, 2017 at 11:23 AM
    • #44
    Quote from Vaya

    On 25-3-2017 at 10:36 PM, Vaya said: rendering a couple extra low poly models in the skybox vs entire large areas of the map. Would need to be tested but I'm pretty sure it would help the frames dips.

    Large areas in the map being redered isn't caused by high up props. Horizontal hints are the way to go to optimise.

  • jd40
    • March 27, 2017 at 4:38 PM
    • #45

    @Bevielis

    Quote

    Quote A chokepoint with the bulldozer could be more defined, cover the prop with a wooden platform from one side?

    Did you mean this?

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

  • jd40
    • April 1, 2017 at 8:58 PM
    • #46

    I made it more yellow like some of you suggested, but not too sure about it, I kinda liked the washed out mountain air look.

  • gamez7
    • April 2, 2017 at 2:12 AM
    • #47

    jd40 Yeah I agree that the old lighting looks more aesthetically pleasing, but the more yellow lighting is much more normal for a "western" setting IMO.

  • jd40
    • April 2, 2017 at 11:35 AM
    • #48

    Alright I've decided to release it with old lighting for now.

    Workshop release

  • FMPONE
    • April 6, 2017 at 8:33 PM
    • #49

    I think this turned out really well. You definitely nailed the theme and the map has a lot of detail to look at and take in.

    Here's some crit:

    1. You're using a lot of materials, models, etc. It might be a good idea for a lot of reasons to consolidate your material usage to a handful of "theme textures" (custom?), textures that define your level and are used throughout consistently and help define the exact look you want. For your theme textures, I would say maybe no more than 15 or so. Sure you'll have to replace a lot of your existing textures, and repeat textures more, but if you do it cleverly the consistency of your look will be improved a lot and performance as well. Same idea applies to models. As an example of where you already do this very well: your skybox and the outer part of the map. You always use the same few tree models, grass models, and that really helps make the level feel "real". The inside of the level would benefit from that kind of consistency.

    2. It might be smart to be more critical of non-HR textures. This map has a lot of potential! Try to limit your use of the non-HR textures, and you'll see a big improvement in the definition of your surfaces.

    3. Not all details are created equal. You do a lot of clever stuff, but it can be a bit overwhelming. As an example of what you maybe don't need: the leaves growing out of the white wooden lattices. Why not either go full natural there, or full wooden. When you mix the two you suffer from what I think the level has a bit of already, which is a feeling of chaos. If you're going to use barrels, why not use one barrel across the entire map, one set of rock models (custom?) etc.

    4. Custom content. This map would benefit a lot from looking at each individual wall, prop, etc. and making the most "polished" version of that area. Custom content for signs, custom wood textures, custom models, etc. These would all help make the level less chaotic, more memorable.

    Overall, think this one shows a lot of promise!

  • blackdog
    • April 7, 2017 at 1:41 PM
    • #50

    Really liking this!

    I hope you can find the time and energy to give some extra polish like Fmpone suggests.

    For me what I'd mainly like to see is a bit more color/contrast, bluer sky, greener grass…

  • jd40
    • April 7, 2017 at 3:16 PM
    • #51

    Thanks fmpone, I learned some new things there :) I'll try to apply them in the future.

    I'm going to polish this a bit over the next few months before starting another map. Needs some more optimization as well.

    Should also mention that if anyone wants to team up and do some models, or already has models that would fit, you're welcome to join. My models guy has been pretty busy lately and basically didn't do anything. We had some models planned for this map but then new inferno hit and it was pretty much covered. Still a few models wouldn't hurt.

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