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[WIP] de_pharaoh

  • Motanum
  • April 12, 2016 at 5:14 PM
  • Motanum
    • June 6, 2016 at 3:33 PM
    • #21

    Hey guys!

    A new week begining and a new blog post!

    http://www.motanum.com/de_pharaoh/week-21-dig-site

    This past week I focused on working on textures on feedback from you guys. I also did a small art pass on the new zone from past week! I htink it looks very fun and can't wait to play it out once I get through and sit through a full compile!

    Spoiler Screenshots!

    Cheers!

  • Motanum
    • June 13, 2016 at 11:21 PM
    • #22

    Sup!

    New blog post. A bit late, and a bit short, but still. I hope to never miss one.

    I worked this past week on a bunch of things. Mostly tweaks here and there.

    I also compiled with radar settings, so a bunch of props are missing on the screenshots. But you might be able to see the changes out.

    Full blog post http://www.motanum.com/de_pharaoh/week-22-tweaks-and-tweaks

    Spoiler Images

    Cheers! And thanks to those who read! I read and take into account all comments!

  • grapen
    • June 14, 2016 at 9:00 AM
    • #23

    10 hour compile time, ouch! May I ask what the vert count is on the rollercoaster?

    I would curve the corners of the pipes jutting out of the ground.

  • Motanum
    • June 14, 2016 at 2:29 PM
    • #24
    Quote from grapen

    5 hours ago, grapen said: 10 hour compile time, ouch! May I ask what the vert count is on the rollercoaster?

    I would curve the corners of the pipes jutting out of the ground.

    Which roller coaster? Haha, the red one is currently 37.1k triangles. It's the biggest one, but also the most visible from Exit, I will still have to do some optimizing modifiers, that should help out in the future.

    I don't understand your curve pipes' corners that are out of the ground. Would you circle it out on a screenshot please?

    Thanks!

  • grapen
    • June 14, 2016 at 2:52 PM
    • #25
    Quote from Motanum

    19 minutes ago, Motanum said: Which roller coaster? Haha, the red one is currently 37.1k triangles. It's the biggest one, but also the most visible from Exit, I will still have to do some optimizing modifiers, that should help out in the future.

    I don't understand your curve pipes' corners that are out of the ground. Would you circle it out on a screenshot please?

    Thanks!

    Sorry, was on mobile, I was referring to the corner of these pipes:

    Spoiler

  • Motanum
    • June 14, 2016 at 3:55 PM
    • #26
    Quote from grapen

    1 hour ago, grapen said: Sorry, was on mobile, I was referring to the corner of these pipes:

    http://# Hide contents

    I still don't get what you mean with " I would curve the corners of the pipes jutting out of the ground." Curve them how? What looks too sharp?

  • Squad
    • June 14, 2016 at 4:40 PM
    • #27

    [Blocked Image: http://www.motanum.com/uploads/4/5/7/3/45738435/2880632_orig.jpg]

    I'm not a fan of the floor texture in the gift shop. It has this "sandy" color, which most floors/ground surfaces around the map already have. That's allright, since it fits the theme around the map, but I'd go with something different for the gift shop.

    It'll pop out the shop props a bit more as well. Here are some suggestions to give an impression of what it could be (I didn't spend a long time choosing colors, it's just to get the idea across ;)). Off course doesn't have to be tiles, it could be carpet or something else just as well.

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

  • Motanum
    • June 20, 2016 at 9:24 PM
    • #28

    Hey guys! I have just pushed a new blog post as well as a new WORKSHOP UPDATE! Check it out, I hope you guys like it.

    If all goes well, /r/globaloffensive will host a playtest tomorrow, so be sure to check it out! http://steamcommunity.com/groups/redditcommunitynights

    It has the changes from some blog post ago, as well as the new stuff worked on last week, including many of squad's feedback, thanks man!

    For the images with text, check outthe blog post http://www.motanum.com/de_pharaoh/wee…-final-playtest

    Spoiler For those who despise words

    Cheers!

  • jakuza
    • June 21, 2016 at 1:52 AM
    • #29

    The color change in the gift shop is good, but could you maybe tone down the noise and/or add some inlaid decoration/trimming? I think the mall in L4D2 is a good example of how you can cover large surfaces with the same material if you don't attract any attention to it. In Squad's recolor, he put a solid color on top (I think) instead of just rotating the colors, which has the effect of reducing contrast and making the important high-detail bits pop.


    And everything else looks great btw.

  • Vaya
    • June 21, 2016 at 7:29 PM
    • #30

    Just done a playtest on reddit:

    - too many routes, way too easy for both teams to flank

    - lots of bitty cover and collisions (turn off collisions for items like the tills in the gift shop)

    - mid feels weird. too slight of an angle for a proper fight. Feels wrong.

    -paper fire animation causes lag for everyone on the server when a player moves close to it

  • Motanum
    • June 22, 2016 at 2:43 PM
    • #31
    Quote from jakuza

    On 6/20/2016 at 7:52 PM, jakuza said: The color change in the gift shop is good, but could you maybe tone down the noise and/or add some inlaid decoration/trimming? I think the mall in L4D2 is a good example of how you can cover large surfaces with the same material if you don't attract any attention to it. In Squad's recolor, he put a solid color on top (I think) instead of just rotating the colors, which has the effect of reducing contrast and making the important high-detail bits pop.


    And everything else looks great btw.

    Thanks! I will look through l4d2 again.


    Quote from Vaya

    19 hours ago, Vaya said: Just done a playtest on reddit:

    - too many routes, way too easy for both teams to flank

    - lots of bitty cover and collisions (turn off collisions for items like the tills in the gift shop)

    - mid feels weird. too slight of an angle for a proper fight. Feels wrong.

    -paper fire animation causes lag for everyone on the server when a player moves close to it

    I think as people learn the map and get some game sense, they will get better at preventing flanks. Suddenly you start to watch your back too, which I actually dig.

    The till shops I've been getting complaints there too. So I will move them or maybe add some clips for easier walking. I have yet to decided on it.

    Yeah, people aren't very used to mid I guess. I agree it might not be perfect, but the way it is favors CT, and I dig that out as it makes it dangerous but rewarding for Ts to push as the split the team in 2 and can decide where to go, or flank the sniping points (Calling out enemies when you spot them is key!)

    We had server lag issues on the EU server too, seemed to be randomly. The NA server where I played didn't have this lag issue at all. I will see how other playtest and other reports go. No idea how the fire animation could be the guilty entity. I could try to clip them so you can't be on top, but I kinda like that you can jump on some of them for an unusually spot.

  • Vaya
    • June 22, 2016 at 2:58 PM
    • #32
    • nah it was just when you got close to the fire- didn't need to be on top. I've seen it on other maps- I think it's due to the type of translucency + animation set or whatever
    • Just turn off collision on the tills. NBD.
  • Motanum
    • June 27, 2016 at 6:46 PM
    • #33

    Hey guys, I just posted a new blog post!

    It goes through the heatmaps obtained from the reddit playtest last Tuesday. I find it quite interesting and maybe you will too. based on that data I am gonna do many changes to the map to preapre for a final release.

    http://www.motanum.com/de_pharaoh/week-24-playtest-stats

    I won't post the screenshots of the heatmaps here, as I think that it is better with the text description and comments.

    Cheers! Hope you guys enjoy!

  • Mehvix
    • June 29, 2016 at 2:35 AM
    • #34

    Looks amazing! The one thing I think that could be improved is optimization.

  • BazzlingDalls
    • June 30, 2016 at 10:05 AM
    • #35

    I played a bit on this a few months ago, some of these major problems you might have fixed, but im guessing not all. First problem i noticed was that mid was literally useless, throughout most competitive rotation maps mid always offers new entrances into a or b site and re connections onto paths accessible from t spawn, but this map doesn't add any new entrances into either of the sites, making it useless. Also each site is disadvantageous to anyone holding the site as there is 0 spots for cover, which is a huge problem. And visually i can say that its not terrible, but you can do a lot better.

  • Motanum
    • June 30, 2016 at 2:42 PM
    • #36
    Quote from BazzlingDalls

    4 hours ago, BazzlingDalls said: I played a bit on this a few months ago, some of these major problems you might have fixed, but im guessing not all. First problem i noticed was that mid was literally useless, throughout most competitive rotation maps mid always offers new entrances into a or b site and re connections onto paths accessible from t spawn, but this map doesn't add any new entrances into either of the sites, making it useless. Also each site is disadvantageous to anyone holding the site as there is 0 spots for cover, which is a huge problem. And visually i can say that its not terrible, but you can do a lot better.

    Hey man, map changed a lot from a few months ago. Would you like to go through the most recent version of a few weeks ago? Or check out some of the changes on the blog post.

    http://www.motanum.com/de_pharaoh

    Hope you like the changes from last time you played it.

  • wylde
    • June 30, 2016 at 3:52 PM
    • #37

    I played this on the reddit play test a week or two ago and have been following along with the blog posts. Great map, the visuals and theme are very strong. The gameplay in most individual areas felt very good to me, but I had a feeling that all the tunnels heading toward A were a little intimidating for Ts.

    As a T, I wanted to go B every round, smoke off mid, and slowly work my way in to a pick. Trying my luck in A halls felt like a CT flank was always nearby. And T walks through A tunnels are ended with two long hallway peeks, one a head peak on stairs. In short, it is really tough as a T to attack A. As a CT, I wanted to flank A tunnels into gift shop mid or T spawn every round.

    I have a layout suggestion that wouldn't be too difficult to implement even in this late of a stage, but I think this simple route change could make the map much more intuitive to play.

    It makes mid more attractive for Ts to take as it would provide an entry to A that isn't available from A Halls, make A a simpler site to hold for both teams, and declutter the radar a tiny bit. It also allows Ts to plant in A and then rotate through A halls to the other A entrance in a more reasonable amount of time, or CTs to fake which entry they are retaking from.

    Current Radar:

    Hypothetical Route Change:

    Anyways, even without any layout changes, this map could easily be in the next operation. Fantastic work!

  • Motanum
    • July 4, 2016 at 5:57 PM
    • #38

    Hey guys! So de_pharaoh is almost ready for release!

    You can reed the full blog post. It's quite long this time, hope you will enjoy it.

    I looked at the post above me. the optimization one, as well as the other suggestions. Thought about it and I have an update. On the optimization area, the map does better now. Some changes the the layout to improve optimization as well as skybox optimization, as that was the biggest contributing factor to low fps. Now with a 770 GTX, pretty much all CSGO settings on high or highest, I get 200 fps on T spawn, which was is I think the heaviest part of the map. Should be better than nuke, at the least. I've utilized pretty much all tricks on the book, Area portals, hint and skips, prop fading. PCs will only get better now, so I am confident that the map as it is currently can be handled by pretty much all PCs.

    When the new version is out this week, I encourage you to go into wireframe mode and look around.

    And yes. the final version will release this coming week, unless something happens! As always, more info on the blog post, but I will post some screenshots here!

    Spoiler Images not words


    Cheers!

  • Motanum
    • July 7, 2016 at 5:37 PM
    • #39

    Hey guys!

    Pharaoh is now available! Please enjoy! Subscribe and don't forget to rate!

    http://steamcommunity.com/sharedfiles/fi…s/?id=719528723

    Thanks for all the feedback. As for the map, I am willing to do modifications based on feedback from the bigger community. However, it will be at least a month (Unless something urgent requires fixing), as it takes a while to compile and make sure it's ready for publish. As well as given that I am going away for holidays on the 16th, and come back on the 25th! 10 days away from my PC!

    Anyways, I am gonna think about what the next blog post will be, and probably a mini post mortem.

    The old WIP version is now hidden. So, you will only be able to play the new version :D

    Cheers!

  • Skybex
    • July 8, 2016 at 11:04 AM
    • #40

    Had a run around the map today. Very well done.

    Clipping could do with another pass, its quite easy to get caught on a lot of the smaller details

    Also, some areas for me feel far too colourful and saturated and don't seem to follow a consistent style. You have the quite pale sandstone and then some really in your face reds, blues and greens. Specifically in the room with all the different colour pipes, as well as these seat things. Some of the items in the gift shop are also quite bright and seem to go against the rest of the map.

    Spoiler

    The stairs you have in the stone block interiors could also do with being reworked. They look quite weak compared to the rest of the map with terrible texture alignment.

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