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[CS:GO][WIP] de_yacht (demolition mode)

  • tchick
  • May 1, 2017 at 5:13 PM
  • tchick
    • May 1, 2017 at 5:13 PM
    • #1

    Hi I'm working on a demolition map for the csmapmakers subreddit contest with @Quotingmc and @VIOLATION. We have a layout we are happy with and I started making models for it. Here are some screenshots :

    The main reason I'm posting my work is to ask @Yanzl and @'RZL an important question... Please, could we use some of your models from Resort? \o/ (I believe it's Yanzl's work :p) I'm asking because I'm not a 3D modeler, I can barely use the extrude thing in 3Ds Max, I press the Auto Smooth button and I apply a texture that in most cases I take from the de_nuke files... I really like your props, chairs, beds and other hotel stuff you made, it's super cute and clean and I could remake all of that but it would take me months and I don't have that much time to work the map. I plan to add some easter eggs in any case, little references to others maps / mappers and I plan to give some "lore" to the map by making a connection with other maps like cs_cruise and some official maps. Thank you in advance for your answer, it's ok if it's a "no", in any cases, I like your work guys!

  • NikiOo
    • May 1, 2017 at 8:42 PM
    • #2

    I think it would work as a defuse map if you added a second bombsite where the pool is.

  • r0wan
    • May 1, 2017 at 9:05 PM
    • #3
    Quote from NikiOo

    20 minutes ago, NikiOo said: I think it would work as a defuse map if you added a second bombsite where the pool is.

    But then it would just be Cruise, also - it might be a bit too small to be a defuse map.

  • Harry Godden
    • May 1, 2017 at 10:30 PM
    • #4
    Quote from r0wan

    1 hour ago, r0wan said: But then it would just be Cruise, also - it might be a bit too small to be a defuse map.

    Cruise was a hostage map

  • r0wan
    • May 1, 2017 at 11:45 PM
    • #5

    yea but still....

  • Klarkie8
    • May 2, 2017 at 11:55 AM
    • #6

    Reminds me of cs_meridian from Counter Strike Source : http://gamebanana.com/maps/29283

  • tchick
    • May 2, 2017 at 3:51 PM
    • #7
    Quote from Klarkie8

    3 hours ago, Klarkie8 said: Reminds me of cs_meridian from Counter Strike Source : http://gamebanana.com/maps/29283

    Indeed!!! didn't know about that map :D

  • FMPONE
    • May 2, 2017 at 6:01 PM
    • #8

    Very cool looking.

  • blackdog
    • May 2, 2017 at 9:47 PM
    • #9

    Impressive, very great work here.

    Wish you best of luck for the contest! :)

  • clankill3r
    • May 4, 2017 at 2:15 PM
    • #10

    Makes me wanna play the ship :)

  • Joy
    • May 4, 2017 at 4:11 PM
    • #11

    Looks great, man! What's the water texture?

  • Quotingmc
    • May 4, 2017 at 5:09 PM
    • #12
    Quote from Joy

    1 hour ago, Joy said: Looks great, man! What's the water texture?

    Is the new one from canals although tchick has looked into possibly simulating waves with a model! The exact name is "liquids/canalswater"

  • tchick
    • May 4, 2017 at 8:31 PM
    • #13

    That was the first waves test :

    Made with simple animated dummies :

    If someone know how to applie the canal_water shaders on a model, let me know please :P And here are some animated sails, same method as for the waves :

  • JNota
    • May 12, 2017 at 9:32 PM
    • #14

    The design looks amazing! Your making great progress with the detailing and I love how some of the objects are animated!

  • Powindahh
    • May 13, 2017 at 3:54 AM
    • #15

    Looks awesome, always love ship maps since they seem so impossible to do. Also your knife name is great.

  • Rad
    • May 13, 2017 at 10:14 PM
    • #16

    It looks almost the same comparing to that BO2 map,i would like to see it ingame so hard but i am mad beacause Valve doesnt add Arms race/Demolition maps to CS:GO.

    You are taking it to the next level with custom props and animations this is going to improve your skill a lot.

    Good job you should make more defuse maps that could get into game.

  • tchick
    • May 15, 2017 at 5:57 PM
    • #17

    Little Update : @Quotingmc suggested night time : Also need some help/advice : I tried to make models for the lights on the sides of the boat : With those parameters : "UnlitGeneric" { $basetexture "yacht/water_light" $surfaceprop glass $translucent 1 $selfillum 1 $nocull 1 $selfillumtint "[174 58 224]"

    } "UnlitGeneric" to make it transparent AND selfillum because those doesn't work together with "VertexLitGeneric") But it doesn't look like real light spots ... The idea here is to save some ressources so the poor Source engine doesn't have a heart attack. Any idea on how to make those models more "flashy" without real lights? Thank you

  • SirK
    • May 15, 2017 at 7:45 PM
    • #18

    Isnt unlit "selfillumed" by default? I mean, it isnt lit so... just asking here xD

    Map looks really cool. But I think day time or sunset would look even better. amazing job so far!

  • Serialmapper
    • May 15, 2017 at 8:31 PM
    • #19

    Yes indeed , a sunset will be awesome.

  • grapen
    • May 15, 2017 at 9:01 PM
    • #20
    Quote from tchick

    2 hours ago, tchick said: Also need some help/advice : I tried to make models for the lights on the sides of the boat : With those parameters : "UnlitGeneric" { $basetexture "yacht/water_light" $surfaceprop glass $translucent 1 $selfillum 1 $nocull 1 $selfillumtint "[174 58 224]"

    } "UnlitGeneric" to make it transparent AND selfillum because those doesn't work together with "VertexLitGeneric") But it doesn't look like real light spots ... The idea here is to save some ressources so the poor Source engine doesn't have a heart attack. Any idea on how to make those models more "flashy" without real lights? Thank you

    Try $additive 1 and a $selfillummask. The way your light looks like now suggest there's a lot of moisture in the air by the way. Might need some fog to go with that.

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