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

[WIP] de_biome

  • jd40
  • June 21, 2017 at 10:54 PM
  • jd40
    • June 21, 2017 at 10:54 PM
    • #1

    The map is set in an artificial jungle facility in the middle of a desert. Terrorists want to blow it up because it's run by a shady GMO corporation which is exploiting the locals.

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/9405827275…C982621217896D/]

    Workshop release

  • noobgames
    • June 21, 2017 at 11:11 PM
    • #2
    Quote from jd40

    15 minutes ago, jd40 said: This is my entry for the contest. Whether I'll be able to finish this in time or not remains to be seen.

    Theme: Greenhouse with lush jungle (A), caves/tunnels (B). The exterior could either be a desert or snowy countryside.

    But first thing's first, gotta get this layout working.

    [Blocked Image: https://i.imgur.com/kfQB9Ru.png]

    [Blocked Image: https://i.imgur.com/cnULTET.jpg]

    [Blocked Image: https://i.imgur.com/j3chWZK.jpg]

    Playtest coming soon.

    Display More

    Thats some beautiful brushwork you got there. Now lets hope it plays well! :D

  • jd40
    • July 4, 2017 at 1:46 AM
    • #3

    Update:

    New layout:

    [Blocked Image: http://i.imgur.com/LpbU9Ch.png]

    Here's a gif showing the changes:

    [Blocked Image: http://i.imgur.com/wdepGdg.gif]

    To sum it up:

    • CT spawn moved up to A
    • A short and mid are now connected for T rotate options
    • Some entries have been choked
    • Added ceilings where applicable.

    This will have to be playtested soon.

  • King Skizzy
    • July 4, 2017 at 1:54 PM
    • #4

    Just looking at the gif showing the changes I can instantly see a potential problem.You have removed the connector on T side that links both paths to the sites and as a result the rotate times for T are extremely long. Adding the connector back in would add a risk/reward idea because you have a quick rotate between each site at the cost of passing through mid which could be hard if you do not have mid control, or you could take the longer safer route through T spawn area.

  • jd40
    • July 4, 2017 at 2:42 PM
    • #5
    Quote from King Skizzy

    46 minutes ago, King Skizzy said: Just looking at the gif showing the changes I can instantly see a potential problem.You have removed the connector on T side that links both paths to the sites and as a result the rotate times for T are extremely long. Adding the connector back in would add a risk/reward idea because you have a quick rotate between each site at the cost of passing through mid which could be hard if you do not have mid control, or you could take the longer safer route through T spawn area.

    The one with connector is the new one :)

  • King Skizzy
    • July 4, 2017 at 2:44 PM
    • #6
    Quote from jd40

    1 minute ago, jd40 said: The one with connector is the new one :)

    Oh ok... didn't realise. Maybe add some text on the gif to make it a bit obvious.

  • jd40
    • July 8, 2017 at 8:26 PM
    • #7

    Update:

    New layout:

    Once again A site got most of the attention as it seems to be the most problematic one on playtests.

    • Abandoned the idea of having CT spawn on A
    • Bombsite A increased in size with more cover
    • A long and short have been linked with a connector
    • A long T entry into the bombsite is now a dropdown
    • Terrorists now have default control of "A short open area"
    • Removed verticality on "A short open area"
    • Mid timings have been tightened

    [Blocked Image: http://i.imgur.com/J5j7SMa.png]

    [Blocked Image: http://i.imgur.com/3abRQe1.png]

    [Blocked Image: http://i.imgur.com/nJ6dGHG.png]

  • jd40
    • July 16, 2017 at 11:04 PM
    • #8

    Update:

    Skipped mapcore playtest on the last layout instead we'll be testing this one:

    [Blocked Image: http://i.imgur.com/cNcXa7I.png]

    The only changes are on B. I decided to remove the round "heaven" entry into B, as cool as it looked it just wasn't fun. Apart from that I also added some more holding angles and afterplant options for Ts.


    Also started with some detailing:

    [Blocked Image: http://i.imgur.com/vkuOx7I.png]

  • Gooby
    • July 17, 2017 at 5:56 AM
    • #9

    is that a model or just brushwork?

  • jd40
    • July 17, 2017 at 12:55 PM
    • #10
    Quote from Gooby

    6 hours ago, Gooby said: is that a model or just brushwork?

    Quote from marble

    5 hours ago, marble said: looks like multiple modular models.

    Yep it's mostly nuke models, the dome is a custom model.

  • jd40
    • July 30, 2017 at 2:55 PM
    • #11

    Finally starting to detail this map but now one question comes up, do I have too many themes? maybe.

    [Blocked Image: http://i.imgur.com/33SzVJL.jpg]


    I've basically got 3 themes.

    • Dome installations & industrial
    • Jungle
    • Desert

    I think it may work. The map's theme is combining desert and jungle so gotta have those two. But maybe bombsite B being purely modern -dome theme is unnecessary. I could poke some holes in the ceiling and add leaves / dirt on the floor, or even go for full on abandoned bunker look. Any thoughts?

  • Roald
    • July 30, 2017 at 6:59 PM
    • #12

    I love the idea this dome is giving life to a big variation of plants in a abondent desert where nothing grows naturally. I am not sure about creating holes and stuff with leafs and etc. coming trough since that fact might interupt the plants to grow in the greenhouse right? Or perhaps it doesn't since the dome is still availble to provide the plants with water and healthy ground, I don't know what you have in mind exactly with the background story?

    Anyways... personally I love to see some holes and etc with plants growing out of it. I kinda love old/broken stuff and you can bring some nice variation and dirt to the map instead of this full clean shinny enviorment. It would be cool to have a broken (glass) wall with a stack of sand that has been fallen into the building or something like that. Can be a cool thing for the Terrorists to intrude into the building.

  • Noodle King
    • July 30, 2017 at 7:31 PM
    • #13

    I think it's OK to mix themes as long as it makes sense. In this case, a scientific facility designed to grow plants would totally be able to look different than the environment around it. This counts for the clean parts as well, you can have labs, rec rooms, utility rooms, etc. Just be careful that it doesn't become a mess, and that there are sensible transitions between the different themes.

  • gav
    • August 14, 2017 at 6:58 AM
    • #14

    I like it JD. Lots of work ahead but going to be excited to see the finished project

  • jd40
    • August 20, 2017 at 2:33 PM
    • #15

    Update:

    I made some changes around B (right site) and mid entry into A. Dotted line means dropdown.

    [Blocked Image: http://i.imgur.com/Nu1MM0x.png]

    Also here's some early art screenshots

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

    [Blocked Image: http://i.imgur.com/rUZqaQ0.jpg]

    [Blocked Image: http://i.imgur.com/qiRP9fC.jpg]

  • Noodle King
    • August 20, 2017 at 7:52 PM
    • #16

    Starting to take shape! Looks nice :)

  • jd40
    • September 4, 2017 at 5:37 PM
    • #17

    Update:

    I haven't changed much after the last playtest, most people seemed to like the layout. One problem I noticed was that nobody wanted to go B. It might have been because of the tunnel making it easy for CTs to flank. Or maybe because there is only one entry making it hard to enter the site.

    So far I added this door, making it harder for CTs to push the pipe, I also moved the spawns slightly so Ts get to B faster.

    [Blocked Image: https://i.imgur.com/IWFF9SD.png]

    I also started detailing the exterior. I'll be going for this style:

    Spoiler [Blocked Image: https://i.imgur.com/GHWPZkX.jpg]

    [Blocked Image: https://i.imgur.com/MP4NysY.jpg]

    [Blocked Image: https://i.imgur.com/iKv0Iq6.jpg]

    [Blocked Image: https://i.imgur.com/4NZlwXX.jpg]

    [Blocked Image: https://i.imgur.com/SZxMiat.png]

    [Blocked Image: https://i.imgur.com/yESgl3M.png]

    Oh and another layout thing, I opened up this AWP spot on A again so CT can hold A long a bit easier.

    [Blocked Image: https://i.imgur.com/4bRQOeH.png]

  • jd40
    • November 26, 2017 at 12:07 AM
    • #18

    Just got done with the first art pass. There's some work left but the map should be in a presentable state for the deadline.

    Maybe I'll try to squeeze in that last minute playtest on sunday or tuesday.

    [Blocked Image: https://i.imgur.com/xWMkTGm.jpg]

    [Blocked Image: https://i.imgur.com/xi7NnS7.jpg]

    [Blocked Image: https://i.imgur.com/FbCk7lM.jpg]

    [Blocked Image: https://i.imgur.com/N1P8xKT.jpg]

    [Blocked Image: https://i.imgur.com/OjQBNlC.jpg]

    [Blocked Image: https://i.imgur.com/rI5wTpx.jpg]

    [Blocked Image: https://i.imgur.com/V5bNCLs.jpg]

    [Blocked Image: https://i.imgur.com/8cAxGUi.jpg]

    [Blocked Image: https://i.imgur.com/z3XjlJj.jpg]

    [Blocked Image: https://i.imgur.com/47ojSb5.jpg]

  • fewseb
    • November 26, 2017 at 2:21 AM
    • #19

    Woah, is that SWAT van a custom skin or card?, either way I would love to know how you made it or if its available for public use.

  • braindeer
    • November 26, 2017 at 4:04 AM
    • #20
    Quote from jd40

    3 hours ago, jd40 said: Just got done with the first art pass. There's some work left but the map should be in a presentable state for the deadline.

    Maybe I'll try to squeeze in that last minute playtest on sunday or tuesday.

    [Blocked Image: https://i.imgur.com/xWMkTGm.jpg]

    [Blocked Image: https://i.imgur.com/xi7NnS7.jpg]

    [Blocked Image: https://i.imgur.com/FbCk7lM.jpg]

    [Blocked Image: https://i.imgur.com/N1P8xKT.jpg]

    [Blocked Image: https://i.imgur.com/OjQBNlC.jpg]

    [Blocked Image: https://i.imgur.com/rI5wTpx.jpg]

    [Blocked Image: https://i.imgur.com/V5bNCLs.jpg]

    [Blocked Image: https://i.imgur.com/8cAxGUi.jpg]

    [Blocked Image: https://i.imgur.com/z3XjlJj.jpg]

    [Blocked Image: https://i.imgur.com/47ojSb5.jpg]

    Display More

    Absolutely incredible, really feeling the lair-like vibe.

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. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

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

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

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

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

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

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

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

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™