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[WIP] de_aurelia (remake)

  • Serialmapper
  • May 19, 2018 at 1:39 PM
  • Serialmapper
    • May 19, 2018 at 1:39 PM
    • #1

    I uploaded on steam workshop a beta version of my project CS:GO defuse map, de_aurelia.

    This is a remake, represented by a visual and layout upgrade.

    The map is designed for a casual gameplay scenario, above 20 players.

    The theme wants to be some palace from Italy. Why Italy again, simply because there are palm trees, the sun is always shining and last but not least, it was pity not to use some of de_canals's assets. Of course not all of them are stock assets, some of the HD textures are made by me in Substance designer (some of the tiles and the plaster walls).

    I don't want to pollute the forum with screenshots, you will find some on steam workshop. The map still has some visual bugs, rough edges, exploit areas, that i am aware, but they don't impede the gameplay.

    If someone is interested to provide criticism , he or she are welcomed. I'm not in a rush to finish it so please take your time.

    Thank you.


  • Serialmapper
    • May 19, 2018 at 3:34 PM
    • #2

    @offtopic

    The map was in the second top position on the workshop today for a while, and then like in half an hour was downvoted 51 positions. Wow! it must be a really crappy map.

  • El_Exodus
    • May 19, 2018 at 9:58 PM
    • #3
    Quote from Serialmapper

    6 hours ago, Serialmapper said: @offtopic

    The map was in the second top position on the workshop today for a while, and then like in half an hour was downvoted 51 positions. Wow! it must be a really crappy map.

    Bots. These "Free Skins" maps are a massive issue of the Workshop currently...

  • Radu
    • May 20, 2018 at 7:38 AM
    • #4

    Gonna check it out soon. You could post 2-3 in-game screenshots here as well; helps to get those clicks. Also, send a report to steam support for those downvotes. That's just how the workshop is nowadays.

  • Serialmapper
    • May 20, 2018 at 7:58 AM
    • #5

    All right, here are some screenshots. The map was submitted this Thursday and it gathered slowly, 18 "likes", and in like half an hour 14 "dislikes", and it's just a beta version. I sent a report to steam. Gamebanana was way better in handling this kind of issues. Workshop is like wild west.

  • blackdog
    • May 20, 2018 at 10:37 AM
    • #6

    I remember seeing the fountain bit in the wip topic. Nice what you doing, reminds me of one of those villas and villages built on the tiny islands on the lakes.

    any particular location you using for inspiration?

  • Serialmapper
    • May 20, 2018 at 2:24 PM
    • #7

    The old version was strange mixture of styles, predominantly "dust" type. For the updated version i wanted to be a unified theme and the best who fitted what i wanted, was something that i had seen in Italy: sunshine, palm trees, the sea and of course classic architecture like Italian baroque.

    It is a mixture of Italian landscapes that inspired me, not a particular one. I took elements that i liked and adapted them to my map.

  • will2k
    • May 20, 2018 at 2:42 PM
    • #8
    Quote from Serialmapper

    8 minutes ago, Serialmapper said: The old version was strange mixture of styles, predominantly "dust" type. For the updated version i wanted to be a unified theme and the best who fitted what i wanted, was something that i had seen in Italy: sunshine, palm trees, the sea and of course classic architecture like Italian baroque.

    Looking at the second screenshot, I think you could easily get references from Lago di Como (lake Como) and the surrounding villages in Lombardia, Northern Italy

    https://duckduckgo.com/?q=lago+di+como&t=hb&iax=images&ia=images

    https://duckduckgo.com/?q=lago+di+como+villages&t=hb&iar=images&iax=images&ia=images

    I believe it will fit your theme quite nicely, and be a bit different from the "regular" Italy maps

    About the workshop automated bot downvote, this is something that has been going on progressively and strongly in the CSGO workshop since late 2014-early 2015, courtesy of the "strong management style" at Valve and their "ultimate commitment to their services and platforms", not to mention their "vigilant eye and overall strong moderation of the workshop".

    Best of luck for the map, looking really nice already for a beta

  • That50'sGuy
    • May 31, 2018 at 9:41 PM
    • #9

    Seeing that fountain reminded me of when I made a post in the WIP forum about what I could add to my fountain:


    As for your map, I think it looks lovely, I'll be sure to give it a try!

  • flickaa
    • June 1, 2018 at 3:09 PM
    • #10

    This is what I would personally do:

    Block off one entrance to B and open up one that goes on the side. CTs could basically just stay site and be able to hold both places at the same time. Some of the positions on site seemed to strong fro exactly that. Eliminating the fact that Ts could only come from one side of the site, and opening one on the other side should help balancing B site (with complementing changes to cover, boxes, etc.) You could also possibly create a dropdown from the stairs into aps, and down to the swers if you think it's needed.

    The idea behing the aps seem like it was just a quick fix for rotates on Tside. I think adding rotational routes through already existing areas would make it better. Opening a passage in lower sewers to CTstairs would add a bit of risk/reward situation.

    Now for the A site, I believe this is the most crucial one. There's way too much vertical gameplay going on as you're on site. CTs could literally be anywhere above you, except behind. Blocking off th upper section as shown in the picture would add some balance to th entry fraggers as they wont have to spinbot out of their area of entering.

    These are just some suggestions ofc. You can do whatever you want, it's your map after all. I just think it would balance the map as it seems very CT sided right now.

  • Serialmapper
    • June 2, 2018 at 8:23 AM
    • #11

    It is not bad idea, but for now it is too late for this version.

    However i'm considering using it in a second version of this map.

  • Serialmapper
    • October 7, 2018 at 7:47 PM
    • #12

    Aurelia it's almost finished. Here are some screenshots. I didn't like the "inferno" lily pads so i replaced them with HD decals made by me for more variation.Also i added some small custom props. Of course 4way blend materials are not missing either.

    External Content www.youtube.com
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    [Blocked Image: https://i.imgur.com/bVbR8V1.jpg]

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

    [Blocked Image: https://i.imgur.com/BljdZ2K.jpg]

    [Blocked Image: https://i.imgur.com/X3oTG0b.jpg]

    [Blocked Image: https://i.imgur.com/iKuxr3b.jpg]

  • Serialmapper
    • October 20, 2018 at 9:25 PM
    • #13

    After i "dissected" ElectroSheep's awesome ivy props in 3dsmax (helped by wallworm) to see how they are made, i tried my first simple low poly props: some weeds, a fern and of course my first ivy (though it looks a little bit choppy and needs refinement). With the weeds was the easiest.

    [Blocked Image: https://i.imgur.com/hq0yFrf.jpg]

    [Blocked Image: https://i.imgur.com/uR16EaO.jpg]

    [Blocked Image: https://i.imgur.com/JxtJY8a.jpg]

  • That50'sGuy
    • October 20, 2018 at 10:23 PM
    • #14

    Looking good! I've always liked foliage props, they are just... So nice to look at :)

  • NikiOo
    • October 21, 2018 at 8:06 AM
    • #15

    It has the Canals syndrome of looking like a dead place where no one lives. Add some shop signs and glowing windows. And scaffoldings. You just don't have enough scaffoldings. I'm sorry, that's just the hard truth. Scaffoldings can make or break an environment.

  • Radu
    • October 21, 2018 at 3:15 PM
    • #16

    Well, visually it looks really polished, but I have to agree with @NikiOo It needs some signs of life and space functionality. The overgrown vegetation, while cool, only makes it look even more abandoned.

  • blackdog
    • October 21, 2018 at 6:16 PM
    • #17

    Good observation about the environmental storytelling.

    If you are happy with the layout and willing to go all out on polish, first idea that comes to mind is to go for a “villa has been recently restored, owners/organisation is organising the inauguration party and Ts want to blow it up”, so it’s a good occasion to have some back rooms half painted, full of tools etc, and open areas very clean, some bunting/flags, a stage and loud speakers… that sort of thing ?

  • Serialmapper
    • October 22, 2018 at 12:05 AM
    • #18

    Hmm... you gave me some good ideas guys :D .I was thinking to put a big ivy and scaffoldings at site A instead of that hedge. Party... i don't really know. I'm more into a palace/villa in restauration setting, to justify those freaking crates. These days i'm am obsessed with making a good ivy in 3dsmax. It's a phase, i know it will pass :P

  • Serialmapper
    • October 22, 2018 at 10:47 AM
    • #19

    maybe something like this

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

  • NikiOo
    • October 22, 2018 at 10:42 PM
    • #20
    Quote from Serialmapper

    11 hours ago, Serialmapper said: maybe something like this

    *Image goes here, but I deleted it to not stretch out the comment*

    Give it some ladders, add some smaller props like buckets, tools, etc. This really goes a long way to making it a believable place. Also why are there scaffoldings there? Is there some reconstruction going on? Make that more visible, for example you can make it look that they're applying/reapplying the purple paint on the bricks right now or something like that.

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