1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

Kaizen

  • Andre Valera
  • May 24, 2017 at 5:39 PM
  • Andre Valera
    • January 11, 2018 at 4:37 AM
    • #21

    KAIZEN UPDATED!

    We went from night to day with this one just before deadline

    http://steamcommunity.com/sharedfiles/fi…/?id=1216362919

  • FMPONE
    • February 27, 2018 at 12:12 AM
    • #22

    This is a strong entry, it has a unique theme, some well-realized connections between different areas, and the cherry blossoms are a visual win.

    So I haven't gotten as much of a chance to play this map as the others, however one thing I've heard from many people is that the map seemed to have a bit more of a unique identity and satisfying feel when it was a night map. Here's why I think that criticism makes sense: a lot of your assets are a bit "unfinished" in the detail-mapping (remember that detail maps can add a lot of visual interest to textures) and also the use of white space seems like a consistent trend in the textures of this level. In a night map, you're less likely to notice those in a prominent way, and in fact you almost appreciate the contrast to the dark sky. Overall, finer-detailing is an area where it seems like there is potential for improvement on this level.

    Lastly, I think the bombsites could use some more well-defined plant-zone markers. It's difficult to tell sometimes where the bombsites begin and end. Overall, definitely a strong entry that I can see improving a lot more over time.

  • Andre Valera
    • May 11, 2018 at 4:54 AM
    • #23

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • FMPONE
    • May 11, 2018 at 5:19 AM
    • #24
    Quote from Andre Valera

    27 minutes ago, Andre Valera said:

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    Visibility here seems really reduced. Black seems like the predominate wall color now... Not sure if this change is advisable.

    I would keep your dark skybox but revert much of the level lighting, readability is important for the gameplay to be fun.

  • That50'sGuy
    • May 11, 2018 at 5:00 PM
    • #25
    Quote from FMPONE

    11 hours ago, FMPONE said: Visibility here seems really reduced. Black seems like the predominate wall color now... Not sure if this change is advisable.

    I would keep your dark skybox but revert much of the level lighting, readability is important for the gameplay to be fun.

    Agreed, adding some more light would really help :)

  • blackdog
    • May 11, 2018 at 6:34 PM
    • #26

    Agree with posts above, first area is very dark, rest a bit better but I don’t think ideal for playing.

    One thing I always noticed is you have “backdrop” lighting (light surfaces like windows) but not “downward” lighting (lampposts) – i mean you have it, but they don’t create pools of light as I would expect.

  • jakuza
    • May 12, 2018 at 6:27 AM
    • #27

    Thanks, agree completely on the lighting. We're trying to go through with a cleaner approach now, relying more on big key lights like the light poles or shopfronts.


    Lighting is definitely the primary concern right now, but I'm pretty optimistic about it. Here's a recent screenshot from some tests:

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/931561028383891067/AB3F3A4D177F3F894DF9594089BEF53A5AE2B103/]

  • FMPONE
    • May 18, 2018 at 9:33 PM
    • #28
    Quote from jakuza

    On 5/12/2018 at 1:27 AM, jakuza said: Thanks, agree completely on the lighting. We're trying to go through with a cleaner approach now, relying more on big key lights like the light poles or shopfronts.


    Lighting is definitely the primary concern right now, but I'm pretty optimistic about it. Here's a recent screenshot from some tests:

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/931561028383891067/AB3F3A4D177F3F894DF9594089BEF53A5AE2B103/]

    Just keep in mind that you want it to be about 2X brighter than you think, because some people play with no alpha boost in he video settings. Alpha boost washes out your lighting but you want the map to be playable for people who haven’t tweaked any settings and are playing default.

  • jakuza
    • May 21, 2018 at 9:38 AM
    • #29
    Quote from FMPONE

    On 5/18/2018 at 10:33 PM, FMPONE said: Just keep in mind that you want it to be about 2X brighter than you think, because some people play with no alpha boost in he video settings. Alpha boost washes out your lighting but you want the map to be playable for people who haven’t tweaked any settings and are playing default.

    Ah that's a great point. Thanks for the tip

  • That50'sGuy
    • May 31, 2018 at 9:49 PM
    • #30

    A bit unrelated I know, but I do want to say that you sure do a great job at buildings!

  • jakuza
    • June 2, 2018 at 11:28 AM
    • #31
    Quote from I ♡ The 1950

    On 5/31/2018 at 10:49 PM, I ♡ The 1950's said: A bit unrelated I know, but I do want to say that you sure do a great job at buildings!

    Thanks! Much appreciated :)

  • Andre Valera
    • June 27, 2018 at 5:05 PM
    • #32

    https://steamcommunity.com/sharedfiles/fi…/?id=1216362919

    https://imgur.com/gallery/E4n7r9J

    Kaizen June 2018 Update!!!

  • ElectroSheep
    • June 28, 2018 at 8:07 AM
    • #33

    Il like all the detailling and stuff but I'm really bothered by the lighting. Like there is too many light sources and different colors that make everything hard to read and understand. :(

  • NikiOo
    • June 28, 2018 at 1:50 PM
    • #34

    You know what, it would be nice if you could mark it somehow where the bomb zone starts and ends on top of the bridge. For example, with light poles so that it can be seen from underneath.

    Spoiler


    Otherwise if you've planted the bomb on top, CTs can just smoke it and it's very difficult to tell where you've planted the bomb if you're on the lower level or at long. There are different situations where this could be useful, or maybe you want it to be this way so that it's very difficult to defuse without a smoke, whereas, with a smoke it's much easier, idk.

    Otherwise it's starting to look really sick visually, you're almost there.

  • El_Exodus
    • June 28, 2018 at 3:45 PM
    • #35

    I think you need to re-evaluate the upper plant area itself. As i remember from playing Kaizen, it felt really annoying once the bomb is up there. Maybe some little higher railings/cover up there could make after-plants more interesting. Liking Nikios idea though

  • Andre Valera
    • July 2, 2018 at 8:23 PM
    • #36

    @NikiOo Definitely a good idea to place visual indicators of where the bomb area is from the perspective of anyone off or around the bridge

  • Vaya
    • July 3, 2018 at 9:55 AM
    • #37

    are you planning on covering some areas with signage? I like the way the map is heading but it's sooo clean just now.

    also fine with the bridge as an idea but can't help but think that


    A) it's thematically a little awkward with no hardrails etc.

    B) curves make some weird angles. I think it would play better flat with some areas blocked off?

  • Andre Valera
    • February 22, 2019 at 3:26 AM
    • #38

    etc. also known as constant updates, bug fixes, sleepless nights wondering "Why?" and the simple solutions that follow.

  • Roald
    • February 22, 2019 at 3:32 PM
    • #39

    Great update! I like the vegetation.

    The map could use some more enviorment sounds to make the city feel more alive. Maybe a radio or television background sound coming out one of the appartments, a car driving by, a plane flying over and etc

  • Minos
    • February 22, 2019 at 7:51 PM
    • #40

    Looking great!!

    One thing I noticed by watching the video is that every area feels a bit similar, which makes the map harder to navigate for first time players. One way to solve could be by color coding some areas, or having strong themes in specific areas, restricting specific props only to those areas. Let's say, CT spawn has majorly blue signs/lighting, Bomb sites are mostly red/orange, maybe the middle of the map has a lot of vegetation, the subway could have green walls etc... so you know exactly where you are without having to think about it.

    You have an incredibly solid base and with some minor readability/navigational/lighting tweaks, this map will be really special!

    Here's an example of how we did this in Lijiang Tower in Overwatch:

    Spoiler

    As soon as you come out of the spawn you see the pig sign. The lighting here is mostly blue/purple.

    [Blocked Image: http://thiagoklafke.com/images/thiagoklafke_lijiang_02.jpg]

    Then you walk through a food court:

    [Blocked Image: http://thiagoklafke.com/images/thiagoklafke_lijiang_03.jpg]

    Then the same theme is applied to the indoor area. These are the same props but inside they have a different feeling. The lighting here is darker than the exterior (so you go from light to dark and back to light once you come out again)

    [Blocked Image: http://thiagoklafke.com/images/thiagoklafke_lijiang_04.jpg]

    Then you go through another courtyard, this one with statues (this is the only place in the map these statues are used, and the red lanterns weren't used in other parts either)

    [Blocked Image: https://assets.tentonhammer.com/articles/attached_images/000/025/045/medium/LiJiangTower.jpg?1468378059]

    Then you go through a garden. The lighting gets warm. This is the only area in this point with grass.

    [Blocked Image: http://thiagoklafke.com/images/thiagoklafke_lijiang_06.jpg]

    And then you are inside the tower (doesn't really have a specific theme, but this art kit is only used here, making this feel unique). The lighting is the warmest here.

    [Blocked Image: http://thiagoklafke.com/images/thiagoklafke_lijiang_05.jpg]

    Hope that helps :D

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  2. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  3. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  4. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  5. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  6. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  7. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  8. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™