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[CS:GO] Crossfire Remake

  • neptune
  • April 17, 2019 at 2:36 PM
  • neptune
    • April 17, 2019 at 2:36 PM
    • #1

    Hi everyone,

    This map is remake version of Half-Life Crossfire. Firstly I released this map in 2015 and I updated regularly. Now I changed whole map design and details but i protect map's main lines. The map's story goes through after the test chamber accident time.

    Map support Competitive, ,Casual, Wingman, Deathmatch and Custom game mod, Custom game mod is basic Half - Life Deathmatch mod without turret and HLDM weapons. Nuke button, lifts, secret room, etc. still have and improved. Only nuke button blocked Competitive, Casual, Wingman game mod. Here workshop page --> Crossfire

    Custom Deathmatch Gameplay Details

    • Total game time limit is 20 minutes.
    • All players default start weapon is Glock and Knife.
    • Grenade carry limit is 5.
    • Healthshot carry limit is 1.
    • Friendly fire is on and all player is enemy.
    • Weapon and grenade can't drop after die.
    • All weapon and items on ground.
    • Map have 4 resupply point. 2 resupply point on left CT Spawn 2 resupply point on right CT Spawn.

    Weapons and Item Lists

    • Revolver XM1014 Healthshot
    • M4A4 M249 Armor
    • MP5-SD Nova Health Charger
    • AWP HE Grenade Low Jump Module(just change gravity)
    • FAMAS Flashbang
    • AUG Incendiary Grenade
    • P90 Decoy Grenade
    • SSG-07 Smoke Grenade
    • Desert Eagle Sensor Grenade

  • Roald
    • April 17, 2019 at 10:32 PM
    • #2

    Looks really awesome.

    I just think the big yellow nuke prop (crane) on the 2nd and 3rd screenshot is out of place and taking in too much space, better get rid of it. I guess empty space can be a good thing and creates some more calmness, the scene there looks busy enough already. Not sure if the CS:GO competetive mode would really workout based on the overview, but it sure looks fun for the HL and DM mode!

  • neptune
    • April 17, 2019 at 10:45 PM
    • #3
    Quote from Roald

    13 minutes ago, Roald said: Looks really awesome.

    I just think the big yellow nuke prop (crane) on the 2nd and 3rd screenshot is out of place and taking in too much space, better get rid of it. I guess empty space can be a good thing and creates some more calmness, the scene there looks busy enough already. Not sure if the CS:GO competetive mode would really workout based on the overview, but it sure looks fun for the HL and DM mode!

    Thank you for your comment. I will remove this crane.

    I just added Competitive mode for playable option but Wingman mode is very fun and map design very convenient.

  • neptune
    • April 24, 2019 at 7:04 PM
    • #4

    Map updated.

    -Optimization improved -Some texture's reflection revised. - Map now supporting HDR and LDR lighting. -Some place's inside lighting revised. -Courtyard's crane removed. -Little office balcony's critical bug fixed. -Added new custom models. - Added new 4 unique texture. -Some place inside redesign. -Phone soundfx changed. -Plume smoke effect texture and animation rebuild now more realistic. -Radar updated.

    -Some bugs fixed.

    If you have any advice please write to me.


  • RA7
    • April 25, 2019 at 9:34 AM
    • #5

    Pimped it ?

  • blackdog
    • April 25, 2019 at 12:12 PM
    • #6

    The “rusty” wall textures in the last shot are too much, the room looks way off being a mix of clean and dirty textures. I imagine you want to go toward the abandoned site look, but I’d tone down those walls as they are really noisy and get in your face

  • neptune
    • April 25, 2019 at 12:58 PM
    • #7

    @blackdog I understand . I started redesign these plaster textures and I will share the result.

  • neptune
    • April 25, 2019 at 1:38 PM
    • #8

    Final result

  • blackdog
    • April 25, 2019 at 4:17 PM
    • #9

    For me it doesn’t work, there’s a stark contrast between a newly looking ceiling and the walls.

  • neptune
    • April 25, 2019 at 4:41 PM
    • #10

    @blackdog I forgot to change ceiling texture. It is final result.

  • Interfearance
    • April 26, 2019 at 5:48 PM
    • #11

    Sorry to nag, but there is still a crazy amount of noise in the room. Maybe refer to the original map to see how clean things were. Rn I feel there is a huge clashing of textures and colors and ages occuring. Also the original seemed to benefit from uniformity:[Blocked Image: https://files.gamebanana.com/img/ss/maps/58d4377184ef9.jpg]

  • TECHNICKER
    • April 26, 2019 at 6:25 PM
    • #12
    Quote from Interfearance

    36 minutes ago, Interfearance said: Sorry to nag, but there is still a crazy amount of noise in the room. Maybe refer to the original map to see how clean things were. Rn I feel there is a huge clashing of textures and colors and ages occuring. Also the original seemed to benefit from uniformity:[Blocked Image: https://files.gamebanana.com/img/ss/maps/58d4377184ef9.jpg]

    Hm, I actually think that the strong side of this one is the colorfulness and "live" brought with the remake and I like quite a lot how it looks.

  • neptune
    • April 26, 2019 at 11:07 PM
    • #13
    Quote from Interfearance

    5 hours ago, Interfearance said: Sorry to nag, but there is still a crazy amount of noise in the room. Maybe refer to the original map to see how clean things were. Rn I feel there is a huge clashing of textures and colors and ages occuring. Also the original seemed to benefit from uniformity:[Blocked Image: https://files.gamebanana.com/img/ss/maps/58d4377184ef9.jpg]

    Hmm you re right. I already preparing next update and i took note about this issue and i ll fix it.

  • fewseb
    • April 27, 2019 at 5:47 AM
    • #14

    Does it really matter if its too noisy? Its not like anyone whos going to play it is going to be ultra-competitive, its half-life deathmatch for csgo, if he wants to like nice and worn down like Black Mesa, let him, too much uniformity is unnatural with concrete installations in the middle of a desert. The textures could be better sure, but this isnt a competitive map, its a fun side project and that means it doesnt have to have ultra-clean near white walls like every other "competetive" map that has come out in the past 3 years.

  • Interfearance
    • April 27, 2019 at 2:44 PM
    • #15

    @fewseb I mean many maps from 3 years ago had this kinda heterogeneous grunge art style, apart from many half life maps. Also concrete doesn't rust from the corners and is rarely brown underneath so it looks off whatever the goal is. Lastly the light fixture and door are still perfectly new. Noisy isn't all about competitive gameplay, it can detract from gameplay experience by making everything seem claustrophobic, especially when it is uniformly noisy like this.

    Doom doesn't overdo it too much, and compensates by room size (and its obv not a competitive game). Also note that doom didn't have good textures but had an atmosphere:

    Spoiler [Blocked Image: https://oldgamesdownload.com/wp-content/uploads/Doom-1-3.jpg]

    Also here is real concrete wearing:

    Spoiler

    [Blocked Image: https://img1.cgtrader.com/items/1846624/dfee57def8/large/concrete-wall-old-concrete-17-3d-model-low-poly-max-fbx-mat.jpg]

    [Blocked Image: https://previews.123rf.com/images/pancaketom/pancaketom1702/pancaketom170200062/72478160-old-concrete-wall-with-light-and-dark-gray-paint-and-stains.jpg][Blocked Image: https://t1.pixers.pics/img-c676e9e9/canvas-prints-texture-of-the-old-concrete-wall.jpg?H4sIAAAAAAAAA42P206FMBBFfweSwkyvFD7gvJ5PIKUtR5RL01Ylfr1FjW8mZh7mkr3XZMPrnszswfo9-wjb4tzqYV7WsqUh-rR8-AoJ16IeynWtELEejjcfbTxC1QhBGsoVUVQRyYro3RTnZuJL9ZRzSANA4m1YzoIrzSawWwKGtAPkILVz3kjeO4N6DOuR96PheDJsw_4geNX_kRoogpwcndSkHYpJj4zhKbH5JXxhBaVEdPRC_wTsEEl3Bctx2aqS9CjqXD2HRw1__PyeobjgdgdVsiiQEqi4TuPtrrhUUlIxOq6s1zh1TpvZ6L4XShmFlnvLLPXYli-f4gbBOoYBAAA=]


    I mean Neptune definitely established an interesting vibe, and it is evidently working outside because it doesn't feel like a clusterfuck. It also makes sense for those areas to be more torn up due to weather damage if you want to get all technical.

  • fewseb
    • April 27, 2019 at 4:08 PM
    • #16
    Quote from Interfearance

    1 hour ago, Interfearance said: @fewseb I mean many maps from 3 years ago had this kinda heterogeneous grunge art style, apart from many half life maps. Also concrete doesn't rust from the corners and is rarely brown underneath so it looks off whatever the goal is. Lastly the light fixture and door are still perfectly new. Noisy isn't all about competitive gameplay, it can detract from gameplay experience by making everything seem claustrophobic, especially when it is uniformly noisy like this.

    Doom doesn't overdo it too much, and compensates by room size (and its obv not a competitive game). Also note that doom didn't have good textures but had an atmosphere:

    http://# Reveal hidden contents [Blocked Image: https://oldgamesdownload.com/wp-content/uploads/Doom-1-3.jpg]

    Also here is real concrete wearing:

    http://# Hide contents

    [Blocked Image: https://img1.cgtrader.com/items/1846624/dfee57def8/large/concrete-wall-old-concrete-17-3d-model-low-poly-max-fbx-mat.jpg]

    [Blocked Image: https://previews.123rf.com/images/pancaketom/pancaketom1702/pancaketom170200062/72478160-old-concrete-wall-with-light-and-dark-gray-paint-and-stains.jpg][Blocked Image: https://t1.pixers.pics/img-c676e9e9/canvas-prints-texture-of-the-old-concrete-wall.jpg?H4sIAAAAAAAAA42P206FMBBFfweSwkyvFD7gvJ5PIKUtR5RL01Ylfr1FjW8mZh7mkr3XZMPrnszswfo9-wjb4tzqYV7WsqUh-rR8-AoJ16IeynWtELEejjcfbTxC1QhBGsoVUVQRyYro3RTnZuJL9ZRzSANA4m1YzoIrzSawWwKGtAPkILVz3kjeO4N6DOuR96PheDJsw_4geNX_kRoogpwcndSkHYpJj4zhKbH5JXxhBaVEdPRC_wTsEEl3Bctx2aqS9CjqXD2HRw1__PyeobjgdgdVsiiQEqi4TuPtrrhUUlIxOq6s1zh1TpvZ6L4XShmFlnvLLPXYli-f4gbBOoYBAAA=]


    I mean Neptune definitely established an interesting vibe, and it is evidently working outside because it doesn't feel like a clusterfuck. It also makes sense for those areas to be more torn up due to weather damage if you want to get all technical.

    Display More

    The texture it self could definitely be better yeah, but let the man have his worn down facility in the middle of a desert, things arnt going to be squeaky clean there.

  • neptune
    • April 27, 2019 at 9:56 PM
    • #17

    Actually I didn't want to process a fully abandoned facility on this map. The story of this map is about 1 hour after the disaster so some places may seem a little new.(Some soundFXs and clock model processing this story.) After your comments, I changed the designs of some buildings and textures. With these changes, I aim for a color, atmosphere integrity locally. I already preparing this update and I will share result.

  • neptune
    • April 30, 2019 at 5:26 PM
    • #18

    I am sharing first test compile result without static prop lighting before update. I changed some building design and some model texture adapted to ambiance but some model already preparing(crates,electrical box etc.) I am looking forward to your positive negative comments.


  • neptune
    • May 16, 2019 at 2:32 PM
    • #19

    Map updated.

    • Building designs revised.
    • Interior designs revised by color harmony.
    • Some custom models revised.
    • Added new unique custom models and textures.
    • All Interior lighting revised.
    • Helicopter propeller animation and soundFX no longer work on Competitve, Casual and Wingman mode.
    • Bot navigation improved and updated.
    • Added new details.
    • Some place name changed.


  • Freaky_Banana
    • May 17, 2019 at 1:54 PM
    • #20
    Quote from neptune

    23 hours ago, neptune said:

    I like the changes! However, just a minor gripe, the tiles here still feel too shiny for me and somehow undo the immersion otherwise nicely established. Especially with a rough texture like that dust would gather in the cracks, considerably dampening down the shiny stone. Maybe you can just edit the vmf for reflectiveness and tune it down?

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