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Shrine

  • Guni
  • May 27, 2017 at 8:55 AM
  • Guni
    • May 27, 2017 at 8:55 AM
    • #1

    Throwing my hat into the ring once again.

    After recently travelling to Japan I wanted to try to capture a location that I enjoyed whilst also diversifying the current environments within Counter Strike. The level will take its theme and insipiration from 'Fushimi Inari Shrine' in Kyoto.

    Shrine is a 5v5 Competitive Bomb Defusal Map with its theme and inspiration taken from 'Fushimi Inari Shrine' in Kyoto. This is the initial release for timings and layout. I would appreciate any constructive feedback.


    Layout + Screenshots

    Spoiler Main References

    Spoiler

    Changelog 12/06/2017

    Spoiler - Shortened and Tightened Middle - T spawn and street were compacted - Ct Spawn brought forward for timings - A Site completely remade - B Site completely remade - Some Sightlines covered or removed - Clipped some brushes

    Changelog 26/06/2017

    Spoiler Alpha 2 Release

    General: - Reduced Clipping in sites and areas of playable interest - Entire map recieved a scale down both horizontally and vertically - Removed displacements and other long pathways that created sightlines and pain.

    Middle: - Reduced the length of middle - Reduced width of middle - Added cover to both sides of the middle cross (orange brush as placeholder for props/detailing) - Underneath truck has been blocked from CT view. - Connector paths have been moved - Excessive clipping has been removed

    Bombsite A: - Shorten the length from CT and T spawn to A - Long A to squeeky has been pushed closer to Tspawn - Reworked Long A connector opening - A site has been reduced in width - A site cover and blockout added - CT Cross is now closed off

    Bombsite B: - B site had new cover added - Removed clipping and random corners - Added new entrances to both sites (indoors) - Tspawn to B site is no loner a corridor of displacements - Tspawn to B site now plays as a zen garden with surounding architecture - Site timings fixed - Sight-lines closed off

    Changelog 13/07/2017

    Spoiler Middle:

    - Added a new pathway for CT's top Middle, creating a 5-6 second distance between CT and T Mid points. - Placed Orange Placeholders to represent fencing and props for later design - Squeezed mid a few pixels both ways

    Bombsite A:

    - Brought bombsite A in towards mid making it more compact - Created two paths for CT to enter A; a fast option to site and a slightly longer way to sniper box - Squeeky Door was made smaller and had its placement slightly moved - Sniper alley was shortened - Replaced boxes (not final)

    Bombsite B:

    - Reworked CT entrance into B site - Squeezed the site down and the paths leading into it - Reworked some of the boxes and placements - Reworked the long B entrance - General Fixes

    CT Spawn:

    - Changed the spawn to an open style - Moved CT spawn forward and slightly closer to A

    T Spawn:

    - Moved T spawn back to adjust timings.

    MISC:

    - Work has begun on some basic props and textures.

    Please post any feedback below or message me on discord.

    Will try to get a play-test soon. Workshop here

    Keep is totally not dead....

    Thanks, Guni

  • Guni
    • June 9, 2017 at 9:56 AM
    • #2

    Main post updated with layout, workshop and references. Looking for feedback so I can destroy the whole thing and start again ;P

  • grapen
    • June 9, 2017 at 10:08 AM
    • #3

    I absolutely love Kyoto, re-imagining such a beautiful place is a tall order :)

    If i were to make a Kyoto inspired map I would be sure to make use of the diverse environments of the city, from the paved streets, to the river, to the mountains and bamboo forest. Even if they're jsut located in the peripherals of the map. Good luck!

  • Guni
    • June 12, 2017 at 7:33 AM
    • #4

    Map changes/updates are now live. New screenshots and change-log added to main post.

  • Guni
    • June 26, 2017 at 5:04 AM
    • #5

    Workshop and Thread updated. Alpha 2 released after input from Mapcore play-test. Screens been removed for a layout photo, refer to change-log for any technical changes.

  • Guni
    • July 9, 2017 at 7:52 AM
    • #6

    Little Update: Started to learn 3D software and slowly progressing, big thank you to everyone I pester with questions.[Blocked Image: http://i.imgur.com/XOWWUol.png]

    This Torii gate was my first model without following a guide. A lot to learn but pretty excited to see I'm capable of these things.

    [Blocked Image: http://i.imgur.com/Dx4ELBC.png]


    New playtest hopefully for the 13th to test the smaller map and rework of sites.

  • grapen
    • July 9, 2017 at 8:11 AM
    • #7
    Quote from Guni

    14 minutes ago, Guni said: [Blocked Image: https://i.imgur.com/Dx4ELBC.png]

    There's a lot of unnecessary geometry on the cylindrical pillars that could be better spent smoothening out the curvature on top :)

    Keep it up!

  • Guni
    • July 13, 2017 at 6:45 AM
    • #8

    Took a quick break from the props and textures to go back to the map and flesh it out a bit more. Would like to thank those from mapcore and some close friends who gave me feedback.

    Alpha 3 is now ready for test, layout and difference below.

    Alpha 3 Layout

    [Blocked Image: http://i.imgur.com/aGipo1B.jpg]

    Alpha 2 to Alpha 3 Layout

    [Blocked Image: https://media.giphy.com/media/r1jxdxT6sFMhG/giphy.gif]Alpha 3 Changelog

    Spoiler Middle:

    - Added a new pathway for CT's top Middle, creating a 5-6 second distance between CT and T Mid points. - Placed Orange Placeholders to represent fencing and props for later design - Squeezed mid a few pixels both ways

    Bombsite A:

    - Brought bombsite A in towards mid making it more compact - Created two paths for CT to enter A; a fast option to site and a slightly longer way to sniper box - Squeeky Door was made smaller and had its placement slightly moved - Sniper alley was shortened - Replaced boxes (not final)

    Bombsite B:

    - Reworked CT entrance into B site - Squeezed the site down and the paths leading into it - Reworked some of the boxes and placements - Reworked the long B entrance - General Fixes

    CT Spawn:

    - Changed the spawn to an open style - Moved CT spawn forward and slightly closer to A

    T Spawn:

    - Moved T spawn back to adjust timings.

    MISC:

    - Work has begun on some basic props and textures.

  • noobgames
    • July 13, 2017 at 5:45 PM
    • #9

    Just wanted to say that the overview is kinda confusing, you might want to darken the non playable areas more.

  • Guni
    • September 14, 2017 at 4:03 AM
    • #10

    Been awhile since I've posted anything, Im smashing out as much as I possibly can do each day with brush work and texturing. Though I'd like to prevent showing any sneak peaks till the end.

    At this point in time I would like to extend an Invite out to any potential Environment Artists looking to increase their portfolio and obviously have a hand in the competition. The sheer quantity of custom assets that I require most definitely out-way my current speed and skill set when it comes to 3d modelling etc. Happy to go 50/50 in anything, just want to get the project completed at this point and have a final piece to show on a Portfolio.

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