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[CS:GO][WIP] de_Noordveld

  • Lg2K
  • September 18, 2017 at 9:12 PM
  • Lg2K
    • September 18, 2017 at 9:12 PM
    • #1

    De_Noordveld

    De_Noordveld is defuse map set in an abandoned coal power plant located in The Netherlands.

    Theme:Possible changes in facility:

    [*] Geothermal Power Plant (abandoned) [*] Industrial Factory (abandoned) [*] Water Treatment Plant [*] Refinery (abandoned) [/list] Possible Targets:

    • Secret Armory (Counter Terrorists Own)
    • Secret Bomb Factory (Terrorists trying to get rid of evidence/sensitive data)
    • Hidden Radioactive Materials (Terrorists trying to spread to surrounding area)
    • Water Filtration Systems (Terrorists trying to spread bioweapon through water)
    • Hidden Bio-Weapon (Terrorists trying to spread bioweapon to surrounding area)
    • Old Chemical Dump (Terrorists trying to spread chemweapon to surrounding area)

    Team members:

    • @badtRIP - Modeltexturing/map texturing
    • @yobaHD - Level design
    • Lt. Dan - 3D Modeller
    • @Lg2K - Layout/Level design

    Screenshots:


    Minimap:


    Timings:

    Workshop link:http://steamcommunity.com/sharedfiles/fi…/?id=1104149332

    We would appreciated it if you leave feedback about the layout (and the theme).

  • badtRIP
    • September 18, 2017 at 9:19 PM
    • #2

    Happy to see our map here now !

    I want to share and i will keep update this theme with our new props and textures.

    Some of our own props atm


    [Blocked Image: https://i.imgur.com/Yzl6Vjo.jpg]

    [Blocked Image: https://i.imgur.com/jspXuW3.jpg]

  • Lg2K
    • September 26, 2017 at 5:22 PM
    • #3

    Detailing update 1[/b]

    This weekend I've done a detailing test in one of the areas. (drop room from ct spawn to mid). I hope you guys like the progress. Some props will be replaced by our own props (for example the tires).

  • Gauss
    • September 27, 2017 at 2:58 AM
    • #4

    Definitely feeling that underground concrete vibe, looks good! Although, I don't think the vines/overgrowth is super realistic - they should need sunlight to be able to grow like that right?

  • Lg2K
    • September 27, 2017 at 10:47 AM
    • #5
    Quote from Gauss

    8 hours ago, Gauss said: Definitely feeling that underground concrete vibe, looks good! Although, I don't think the vines/overgrowth is super realistic - they should need sunlight to be able to grow like that right?

    You might be right, I will look into it and do a little bit of research.

  • badtRIP
    • September 27, 2017 at 11:30 AM
    • #6

    Hello from me to! I want to show you a small part of our done textured props atm.

    not all textures are 100% done can anyone be changed (Feedback its always welcome)

    Cheers!


  • blackdog
    • September 27, 2017 at 8:42 PM
    • #7

    Impressive art! It seems just a bit too dark/noisy for current CSGO standards... i would say it looks a bit too realistic, but it is beautiful. Maybe just a slightly different lighting can make a difference in readability.

    Barrels look a bit too clean to be in such a decrepit underground, tires as well.

  • badtRIP
    • September 27, 2017 at 8:50 PM
    • #8
    Quote from blackdog

    7 minutes ago, blackdog said: Impressive art! It seems just a bit too dark/noisy for current CSGO standards... i would say it looks a bit too realistic, but it is beautiful. Maybe just a slightly different lighting can make a difference in readability.

    Barrels look a bit too clean to be in such a decrepit underground, tires as well.

    Thanks for the feedback, we have more barrels versions and we will replace these with dirty one for sure! :)

  • Lg2K
    • September 27, 2017 at 9:12 PM
    • #9

    We have finally decided to change our map name from the temporary "de_compound" to "de_Noordveld".

  • Roald
    • September 28, 2017 at 10:20 AM
    • #10

    Custom assets and detailing looking cool!! I agree on the ivy in the tunnel: it doesnt fit the dutch atmosphere. If you want some foliage you better use mos instead.

    Is any of you dutch? I am and I am proud u guys took a place in the Netherlands, BUT our language is kinda .... IF u guys think its smart/fitting to use the location of your reference as mapname: I suggest to use a english translation instead and name it 'Northfield'. Personally I think you guys are better off naming your map based on the theme and background story so once you read the title you get a idea or glimp of where the map is located at. It could help for you guys to pick one location and target and go for it I guess since u guys have so many ideas.

    Anyways nice progress keep it up!

  • badtRIP
    • September 28, 2017 at 11:41 AM
    • #11

    Hello again, I want to share another part of ours custom assets which we will use for outside and skybox.

    I've already started with texturing and will soon be able to put them on.

    Quote from Roald

    1 hour ago, Roald said: Custom assets and detailing looking cool!! I agree on the ivy in the tunnel: it doesnt fit the dutch atmosphere. If you want some foliage you better use mos instead.

    Is any of you dutch? I am and I am proud u guys took a place in the Netherlands, BUT our language is kinda .... IF u guys think its smart/fitting to use the location of your reference as mapname: I suggest to use a english translation instead and name it 'Northfield'. Personally I think you guys are better off naming your map based on the theme and background story so once you read the title you get a idea or glimp of where the map is located at. It could help for you guys to pick one location and target and go for it I guess since u guys have so many ideas.

    Anyways nice progress keep it up!

    Hello, thanks for the feedback, and yes LG2K its from Netherland. I know your language, but i think if we set the map on Netherland, we need to use Netherland name and Noordveld its good for us (also you can see on the sewer lid we put same name to) for the ivy im not sure Lg2K can answer here, again thanks for the feedback, and we will think about this.

    Cheers!

  • Lg2K
    • October 1, 2017 at 5:26 PM
    • #12

    Detailing update 2[/b]

    I've done a bit more detailing. The area still needs a bit of work but this is what it is so far. Detailing update 1 and 2 are now available on the workshop too (http://steamcommunity.com/sharedfiles/fi…/?id=1104149332). The new areas still need some optimization so your fps might not be as good as it should be.

  • Serialmapper
    • October 1, 2017 at 9:10 PM
    • #13

    Some spider web would be nice.

  • Apeyou
    • October 1, 2017 at 11:32 PM
    • #14

    The transition from the walls to the floor seem a bit harsh on the last screenshots, maybe try some sort of trim? You really know how to set a mood in these corridors, good job!

  • badtRIP
    • October 2, 2017 at 6:40 AM
    • #15
    Quote from Serialmapper

    9 hours ago, Serialmapper said: Some spider web would be nice.

    Actually this is a very good idea. Thanks!

    Quote from Apeyou

    7 hours ago, Apeyou said: The transition from the walls to the floor seem a bit harsh on the last screenshots, maybe try some sort of trim? You really know how to set a mood in these corridors, good job!

    We plan to set some our made floor textures. so we maybe will change it. Thanks for the feedback.

  • JorisCeoen
    • November 2, 2017 at 5:42 PM
    • #16

    This looks extremely interesting, one of the few visually impressive entries so far! Just one thing (judging from the props): Don't make props that are readily available in the game. Most are starting to become HR, and the metal rope-roll for instance are props you could maybe skip on to spend the time on other, more important hero assets or something.

    But yea, it looks extremely detailed and top-5 worthy so far :) keep it up!

  • RA7
    • November 3, 2017 at 1:22 AM
    • #17
    Quote from Roald

    On 28-9-2017 at 11:20 AM, Roald said: Custom assets and detailing looking cool!! I agree on the ivy in the tunnel: it doesnt fit the dutch atmosphere. If you want some foliage you better use mos instead.

    Is any of you dutch? I am and I am proud u guys took a place in the Netherlands, BUT our language is kinda .... IF u guys think its smart/fitting to use the location of your reference as mapname: I suggest to use a english translation instead and name it 'Northfield'. Personally I think you guys are better off naming your map based on the theme and background story so once you read the title you get a idea or glimp of where the map is located at. It could help for you guys to pick one location and target and go for it I guess since u guys have so many ideas.

    Anyways nice progress keep it up!

    /hijack

    You Dutch too?

    //hijack

  • badtRIP
    • November 3, 2017 at 8:57 AM
    • #18
    Quote from JorisCeoen

    15 hours ago, JorisCeoen said: This looks extremely interesting, one of the few visually impressive entries so far! Just one thing (judging from the props): Don't make props that are readily available in the game. Most are starting to become HR, and the metal rope-roll for instance are props you could maybe skip on to spend the time on other, more important hero assets or something.

    But yea, it looks extremely detailed and top-5 worthy so far :) keep it up!

    Thanks You. We really appreciate every comment we will try to do the best, although time is not enough.

  • Roald
    • November 3, 2017 at 10:27 AM
    • #19
    Quote from RA7

    9 hours ago, RA7 said:

    /hijack

    You Dutch too?

    //hijack

    Hellyeah! Oke lets stop this hijack :D sorry guys! Great looking map so far

  • yobaHD
    • November 5, 2017 at 11:04 PM
    • #20

    Because im to lazy to compile, you'll get a screenshot made inside the SDK.

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