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[CS:GO][WIP] Trailerpark

  • OrnateBaboon
  • December 12, 2016 at 2:54 PM
  • OrnateBaboon
    • December 12, 2016 at 2:54 PM
    • #1

    Posted a few of these in the WIP section, but did a bit more since. Managed to first pass the 3d skybox, a trailer interior, and another path. The map is still flat, and has a lot of "lines", but I will get to those later. The mesh trees are also pretty dark, so I will have to modify those at some point. I also posted another reference of things I will try and add. The hot air balloons will definitely be in since there area lot of air balloon shows in Lake Tahoe, plus they will make some good navigational markers.

  • Quotingmc
    • December 12, 2016 at 3:37 PM
    • #2

    Remeber seeing your screen shots of this a while back and liking the looks. Glad the map finally got it's own thread!

  • El Moroes
    • December 12, 2016 at 3:49 PM
    • #3

    Oh I remember this one :) Nice to see you're still on it, I really like your thematic !

  • will2k
    • December 12, 2016 at 4:14 PM
    • #4
    Quote from OrnateBaboon

    1 hour ago, OrnateBaboon said:

  • El Moroes
    • December 12, 2016 at 4:52 PM
    • #5
    Quote from will2k

    36 minutes ago, will2k said:

    Yep, but a bit out of the thematic this section (imho :) )

  • RA7
    • December 12, 2016 at 5:15 PM
    • #6

    Oow i like it very much, will some trailers be breakable? That would be awesome !!

  • blackdog
    • December 12, 2016 at 10:58 PM
    • #7

    Remember the early screens!

    Like has been mentioned, the underground doesn't seem to fit. Reminds me quite much of the Italian coastal map you made. Same textures/just a placeholder?

    Anyway for the rest is really cool, a novel theme! I can imagine the hurdles of what tends to be a flat map, it's something that prevented me to work on a map I've been thinking of, just can't see a way to create height variation

  • RA7
    • December 13, 2016 at 2:56 PM
    • #8

    [Blocked Image: http://www.iihr.uiowa.edu/wp-content/uploads/2014/06/Fleet_Weir.jpg]May be like this?

  • OrnateBaboon
    • December 13, 2016 at 5:06 PM
    • #9

    Thank for comments guys!

    Sewers - yeah they are a bit out of place! Too Italian I think and not grungy enough. Main thing was to get the shape in, and basic idea. Will fix them later on once map has been given a first pass.

    RA7 - nah not breakable trailers, but I think some will have to look a bit broken so that there is some variety. Otherwise, they will look too similar. Also, thanks for reference image and Lanmaniax pimp (great to see it back!).

    blackdog - yeah the flatness and the fact that trailers are low has limited what can be done. I did find some raised trailer references, but they looked kind of ridiculous in the map (see below). In the end, I have to go with things like steps - (purple trailer and the swimming pool). In the end, the map has similar heights to maps like de_st_marc and dod_flash for example.

    Initially I was put off by the lack of height, so blocked out another map - de_hydro or something similar based in a dam, but made sure it had loads of height variation. However, I returned to the trailer map because I prefer the theme.

  • Roald
    • December 13, 2016 at 5:26 PM
    • #10

    Can't you make use of litle elivated rocks for some height difference instead of a flat grass field? You could make nice use of ramps as pathways trough the rocky parts. idk how it will fit ur map tho..

  • grapen
    • December 13, 2016 at 7:01 PM
    • #11

    Pretty positive those houses on stilts are for areas that suffer from a lot of floods? If there were height difference they could probably make sense. I don't know enough about Nevada or the surrounding states to say.

    I like the mountains. Flat texture or mesh?

  • blackdog
    • December 13, 2016 at 9:17 PM
    • #12

    Think you've taken the right choice @OrnateBaboon:)

    Industrial theme has been done over so many times. It's good to see something fresh.

    As per height variation yeah those raised trailers look a bit silly… and wouldn't help if they have those gaps underneath.

    Like Roald said, I wonder if you can manager to put some convincing natural elevation, rocks, a small hill…

    Anyway, is looking good. Hope it plays as well :)

  • El Moroes
    • December 13, 2016 at 9:37 PM
    • #13
    Quote from blackdog

    18 minutes ago, blackdog said: Think you've taken the right choice @OrnateBaboon/emoticons/[email protected] 2x" width="15" />

    Industrial theme has been done over so many times. It's good to see something fresh.

    As per height variation yeah those raised trailers look a bit silly… and wouldn't help if they have those gaps underneath.

    Like Roald said, I wonder if you can manager to put some convincing natural elevation, rocks, a small hill…

    Anyway, is looking good. Hope it plays as well /emoticons/[email protected] 2x" width="15" />

    Yep ! Reminds me the "Pawnee Trailer Park" in Watch Dogs. [Blocked Image: http://orcz.com/images/6/68/WatchDogsPawneeTrailerPark.jpg]

    (god it feels old now)[Blocked Image: https://cdna2.artstation.com/p/assets/images/images/000/099/434/large/michel-donze-wd-trailerpark.jpg?1402488259]

  • vartaxe
    • December 22, 2016 at 4:54 PM
    • #14

    somehow this map reminds me of my childhood :D

  • OrnateBaboon
    • January 6, 2017 at 3:38 AM
    • #15

    World smallest update! Added a beach for the CT spawn, and a hill for some elevation. Also did a first pass of another trailer (the blue one).


  • catfood
    • January 6, 2017 at 12:12 PM
    • #16

    I really dig the soft colors, lighting and sand/dune combo in this screenshot :) btw if you need any dune, beach or sea photos for textures or reference let me know I live 10m~ from the beach/dunes so it wouldn't be a big problem for me to go there and make some photos

  • leplubodeslapin
    • January 8, 2017 at 11:51 AM
    • #17
    Quote from OrnateBaboon

    On 06/01/2017 at 4:38 AM, OrnateBaboon said: World smallest update! Added a beach for the CT spawn, and a hill for some elevation. Also did a first pass of another trailer (the blue one).


    Quote from catfood

    On 06/01/2017 at 1:12 PM, catfood said: I really dig the soft colors, lighting and sand/dune combo in this screenshot :) btw if you need any dune, beach or sea photos for textures or reference let me know I live 10m~ from the beach/dunes so it wouldn't be a big problem for me to go there and make some photos

    Yep, the colors reminds me a lot of this place in Life is Strange :

    [Blocked Image: http://i.imgur.com/UWfLxn9.jpg]

    [Blocked Image: http://i.imgur.com/xa7y2iH.jpg]

    [Blocked Image: http://i.imgur.com/lL3LAWC.jpg]

    [Blocked Image: http://i.imgur.com/uFCj9ww.jpg]

    [Blocked Image: http://i.imgur.com/ND50EWf.jpg]

    Maybe you could get some ideas from it, like the idea of using purple as a tint sometimes, it looks great i think !

    Great job @OrnateBaboon !!

  • OrnateBaboon
    • January 20, 2017 at 12:45 PM
    • #18

    Thanks for feedback!

    catfood - with regards to the lighting and colours, for the time being I tried to copy games that have a lot of colour in one area. Example image below. I think if too saturated, things might get a bit crazy!

    leplubodeslapin - thanks for those images. I played Life Is Strange as well and took images, but was on such low settings, so things looked a bit crap. Will definitely be using them for ideas - got the back of the beach ready to art in last image. I think maybe rocks, trees and foliage instead of whales! The watchtower would also be good to add. Will see what can be done with lighting when the map is more complete. What might look good in one area, might look too saturated in another.

    Worked more on CT spawn - did a build with trees as well, but they are so dark, I think the only solution to fixing them so they are not almost black is to lighten the texture a lot, and recompile. Turning off shadows etc makes the trees look radioactive.

  • Pampers
    • January 22, 2017 at 9:25 PM
    • #19

    very noice! I would change it so that the ground and house don't have the exact same color, and break up the road outline somewhat, make it stick out less

  • Radix
    • January 29, 2017 at 9:36 PM
    • #20

    Looks really nice, very promising! Lighting/architecture/skybox look excellent already. :)

    Quote from OrnateBaboon

    On 20.1.2017 at 1:45 PM, OrnateBaboon said: [...] did a build with trees as well, but they are so dark, I think the only solution to fixing them so they are not almost black is to lighten the texture a lot, and recompile. Turning off shadows etc makes the trees look radioactive.

    Yeah, trees are too dark. Also take care that you modify the distances of the trees (maybe build some clusters), vary the height and perhaps angulate them a little (2-3 degrees), so that it doesn't look too artificial.

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