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Opal

  • MikeGon
  • April 14, 2017 at 7:58 PM
  • blackdog
    • December 1, 2017 at 4:37 PM
    • #21

    Congrats, looks and feel like a nice little coastal town. I need to check it in-game, you have that underground route straight away for Ts that reminds me of a layout I had started and never finished (for me was on CT side)

  • MikeGon
    • December 1, 2017 at 6:20 PM
    • #22
    Quote from gav

    7 hours ago, gav said: Obviously its your Grandma. But seriously I see great potential . The stairs to the left in the second screenshot seem to have very large risers.

    @gav Aha! Nice catch - You are totally right

    Those risers will be improved and will look better in the next update. Thank you ;)


    @blackdog Thank you captain!! That map you're referring too - Maybe you could dust it off and finish it? :D

  • blackdog
    • December 2, 2017 at 2:34 PM
    • #23
    Quote from MikeGon

    20 hours ago, MikeGon said: @blackdog Thank you captain!! That map you're referring too - Maybe you could dust it off and finish it? :D

    Thank you, I sure hope so, I have so many projects left in my drawer... I was a bit put off by the amount of other maps using the setting. It was meant to be Cinqueterre and soon after I started IO came out with their Sapienza Hitman chapter :(

  • MikeGon
    • December 4, 2017 at 5:55 AM
    • #24
    Quote from blackdog

    7 hours ago, blackdog said: Thank you, I sure hope so, I have so many projects left in my drawer... I was a bit put off by the amount of other maps using the setting. It was meant to be Cinqueterre and soon after I started IO came out with their Sapienza Hitman chapter :(

    Ahh I know that feeling :(

    The way I like to see it is "everything has been done already anyways", but that's okay - because you can still do it with your own touch, and have a unique take on it!

    ...besides, there's no Cinque Terre map for CS:GO right now, at least that I'm aware of - so you could totally do that :D

  • fewseb
    • December 6, 2017 at 10:01 PM
    • #25

    So this map is set in Greece,

    but both Italian and English police barriers are present at ct spawn, along with an American style police car, then the police on this map are supposed to be the British SAS? Granted the SAS work for this map, its just that they wouldn't be the police force

    Also, some of the stairs are really big, like too big. I dont know if this is inspired from real life, buts it odd when you just glide up huge stairs.

  • MikeGon
    • December 7, 2017 at 1:38 PM
    • #26
    Quote from fewseb

    15 hours ago, fewseb said: So this map is set in Greece,

    but both Italian and English police barriers are present at ct spawn, along with an American style police car, then the police on this map are supposed to be the British SAS? Granted the SAS work for this map, its just that they wouldn't be the police force

    Also, some of the stairs are really big, like too big. I dont know if this is inspired from real life, buts it odd when you just glide up huge stairs.

    This is where my lack of custom assets is starting to show


    Based on my references, the town has both English and Greek signage all over, so English should be fine

    For the Italian stuff, I'm trying to replace them by custom Greek assets as a top priority...

    I flipped all the Italian police barriers so their text is facing outside the play area... but thanks to you I just noticed that there's also some text on the yellow stripes on the mesh

    ...so I already replaced them, this will be part of the next update :)


    For the police car, I couldn't find exactly what I needed, but I felt like this was close enough to start with:


    As for the player models, I simply kept my very first iteration up until now, because they felt cool

    but you're right, it doesn't make sense - so I replaced them with Leet crew for Terrorists (almost went for the Anarchists, but they look too much like a boy band to me)

    ...and I went with SEAL for the CTs, visually they're the closest from the actual Greek military forces:


    For stairs - It's based on real references, but if that feels awkward (and that's not the first time I hear that), then I will replace them. Here's what I did to the platform at CPA:

    (To lower the height of the steps, I had to scale down the whole stair, which made me lower the platform, but then there wasn't enough space to walk under it comfortably, so I had to create this "dip" in the ground under it, etc.)

    Basically I'll have to do some adjustment like this for every stairs that has high steps... working on it!


    Thanks for the helpful feedback!

  • fewseb
    • December 7, 2017 at 9:34 PM
    • #27
    Quote from MikeGon

    7 hours ago, MikeGon said: As for the player models, I simply kept my very first iteration up until now, because they felt cool

    but you're right, it doesn't make sense - so I replaced them with Leet crew for Terrorists (almost went for the Anarchists, but they look too much like a boy band to me)

    To be fair, if went off the real life inspirations for the separatists, they could operate in Greece, they certainly match the theme as well.

  • MikeGon
    • December 26, 2017 at 1:46 AM
    • #28

    Hey guys, just wanted to share some updates I've made on the de_Opal, thanks to the community's feedback :) :

    v1.04 -Fixed an issue where a brush surface would be invisible, at CPA (Thanks @K'nuckles) -Blocked a spot where we could boost up and shot onto BSA from mid (Thanks Bungalow) -Fixed an issue where a large part of the sky box was being shadowed, in the environment near TS -Added windows on a few skybox houses -Replaced police barriers with Italian text by news ones with English text -Added decals and small props in the tunnels near TS -Player models for Ts are now "Leet Crew" -Player models for CTs are now "Seal"


    v1.05 -Added fog (very subtle, to create a blue atmosphere) -Decals pass, especially in mid and in the underground areas (Thanks z0ro4rk) -Added decorative a door at CPB -Added small patches of grass on the streets -Added more details to some house facades -Significant art pass in CPB connector (the industrial room with the metal staircase) -Added new props (clay pots, shop signs and animated Greek flag) in the streets -Fixed an issue where a large part of the skybox near TS would be fully shadowed -Updated position of small rectangular hole in wall on BSA (it gave CTs and exploitable LOS)


    There's more on the way! Here are the main tasks I'm tackling for the next update:

    -Add more details to the sky box (small houses still don't have windows...)

    -Fix the shadow flickering bug on the ground at CT spawn

    -Fix the issue where some small brush faces appear as completely black even with final compile

    -Fix issue where the bones on "Greek flag" model don't move the way they're supposed to

    -Improve performance (size of some lightmaps could still be reduced, etc.)


    ...and Here's a couple more screenshots:


    Happy Holidays everybody, I hope 2018 will be your most productive year ever! :D

  • mackatozis
    • January 15, 2018 at 7:58 PM
    • #29

    Great map that sadly didn't make it to the top 10. Keep up the good work!

  • gav
    • January 15, 2018 at 10:20 PM
    • #30

    Looking pretty finished

  • MikeGon
    • March 7, 2018 at 6:16 PM
    • #31

    v1.10 is up, with many improvements to gameplay, performance, and visuals!

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/931555231867622981/F2FDB835B658644998C863057CA6F38FDE226092/]

    + tons of other changes from v1.06, v1.07, v1.08, v1.09!


    And I just made a new Very Cliché Greek Chair during lunchtime :D

    https://skfb.ly/6x7Jr

    (not integrated yet, will replace those chairs in the above image...)


    More art and gameplay updates are on the way with v1.11!

    Please give the map a shot if you haven't yet, and let me know what you think ;)

    Cheers!

  • Radu
    • September 22, 2018 at 10:48 AM
    • #32

    How is this coming along @MikeGon ? Are those displacements giving you a hard time yet?

  • MikeGon
    • September 24, 2018 at 6:11 AM
    • #33
    Quote from Radu

    On 9/22/2018 at 2:48 AM, Radu said: How is this coming along @MikeGon ? Are those displacements giving you a hard time yet?

    Pretty good @Radu, Thanks for asking!

    I was about to give an update on that other thread but I'll just continue here instead...

    After seeing how great displacement surfaces looked compared to func_detail, I decided to go ahead and replace pretty much all func_details across the map! That's still in progress, but I should be done this week.

    I LOVE the way they react to light, and have a nice "rounded" effect on the edges, even when its just a simple hard edge:

    In the screenshot above, the gray-looking trim at the bottom is a func_brush. They have the same material applied- notice how well the displacement looks compared to it! ?

    I also made a couple new props this week, some new Greek residential signs, an European power outlet and a Mapcore graffiti:

    (position not final, I might put it somewhere else- still, its at T-spawn right now)


    Next step: I will actually sculpt and vertex paint some of those displacements, to make them look a bit uneven- especially those white plaster blocks since they're everywhere in the map. I think I will have to make a custom blend material for those ?

    Cheers!


    EDIT: Corrected typos

  • MikeGon
    • November 7, 2018 at 9:01 PM
    • #34

    v1.15 is up, my friends!

    Notable changes with this version:

    • Fixed an issue where radar was misaligned since the Panorama update
    • Added color correction to kill low-ends and improve visibility in dark areas, notably the tunnels near T-spawn (yep... I didn't know post-processing existed in this engine up until now ?)
    • Changed CT models back to SAS, to prevent them from blending in with foliage (they might change again in the future, as long as it fits the Skopelos setting)
    • Clip-brushed a couple foliage spots that were easily exploitable
    • Fixed a lot of a dark, heavily shadowed surfaces (still not completely done with that one... takes forever I swear)
    • Replaced ugly buggy flag I made with beautiful flag from @I ♡ The 1950's (Thanks again for that!)
    • Removed an overpowered cover on Bombsite A, the small wall right next to the half-moon block
    • Made many small, mostly visuals improvements all across the map!

    Most important known issues I'm tackling for v1.16:

    • Bug where none of the looping ambient sounds will play (I swear when this one is fixed, I pop the champagne)
    • Some very cheeky spots that are still in there (small cracks we can shoot through and stuff like that)
    • Issue where custom loading screen image doesn't show up since Panorama update
    • Some very dark surfaces that are still there, found especially around windows and door frames

    Special thanks to @Radu for the great feedback!

    My goal is to organize a playtest ASAP, and have this thing finished once and for all before the Christmas holidays.

    Working on Source is very... interesting, to say to least. I will certainly write a post-mortem at the end of this, and present it here or in a separate thread... there's so much things I learned and would like to share, if you guys are interested!

    Cheers!

  • That50'sGuy
    • November 8, 2018 at 1:17 AM
    • #35

    I'm glad that you like your new Greek flag! I can't wait to see what you add next ;)

  • RA7
    • November 9, 2018 at 11:24 PM
    • #36

    *REPIMPED

  • MikeGon
    • December 9, 2018 at 4:50 PM
    • #37

    v1.16 is up!!

    I am trying to finish that map once and for all before the end of the year - This is very hectic period for me since I am in the process of moving to another country for a new gig. More info on that later :)

    Here are the main improvements that come with this update:

    • Replaced all out-of-bounds houses by models (they were previously Instances, which caused a multitude of problems)
    • Fix a lot of "bad shadow on brush surface" issue all across the map
    • Started replacing brushes uses to make buildings by displacements - It should be done for all buildings in v1.17
    • Replaced the dark, ugly rock cliffs near TS with much a better model. It is the same as the one shown here. Thank you @Serialmapper !!
    • Replaced water material with a much better looking one, made by @Yanzl , as shown here. Thank you!!
    • Color correction is now done using a LUT instead of a .raw file. Thanks again @Yanzl for the great explanation of how LUT works in Source :)

    v1.17 is already on the way! I'm making big changes to lighting - Stay tuned! :D

  • Serialmapper
    • December 9, 2018 at 8:36 PM
    • #38

    I found a place where if the bomb is dropped, it cannot be recovered.

  • MikeGon
    • December 9, 2018 at 8:50 PM
    • #39
    Quote from Serialmapper

    7 minutes ago, Serialmapper said: I found a place where if the bomb is dropped, it cannot be recovered.

    aaaand fixed!

    (I just removed that brush, it wasn't really needed)

    That will be part of v1.17 - Thank you @Serialmapper and feel free to let me know if you find more issues! :D

  • Serialmapper
    • December 9, 2018 at 10:03 PM
    • #40

    I'm usually inspecting my map with r_drawclipbrushes 2 (sv_cheats 1 enabled of course) ?

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