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  4. [CS:GO] Exotic Places Mapping Contest

[WIP] de_bucha

  • Interfearance
  • June 6, 2019 at 7:59 PM
  • SUMOSUPREME
    • June 13, 2019 at 3:48 AM
    • #21

    this layout is looking exotic, can't wait to see it finished man!

  • text_fish
    • June 13, 2019 at 8:52 AM
    • #22

    [Blocked Image: https://media.giphy.com/media/12B2YXjQVjnJeg/giphy.gif]

  • Interfearance
    • June 14, 2019 at 1:00 AM
    • #23

    @SUMOSUPREME Thank you! Things are really shaping up.

    @text_fish HA! BLIND! I'll slap in A and magnify the thumbnail.

  • Interfearance
    • June 15, 2019 at 12:39 AM
    • #24

    I did some really basic lighting for B to make it playable:

    \

    So far I'm learning a lot about lights! The dots on the ceiling will emit weak light to cover the dark spots.

  • Karthoum
    • June 15, 2019 at 1:07 AM
    • #25

    Love the theme and current progress/planning you've done, is that a very long mid I see in the top down hammer view?

  • Interfearance
    • June 15, 2019 at 2:25 AM
    • #26

    @Karthoum Thank you for the kind words! Mid has taken on a different shape since the screenshot. Gray is train rails and the arrow head is the higher part of the ramp. The gray box is playable, but I want to add more definition to several corridors as well as make temporary mountains above the bunker I just posted.

    Spoiler I realize it is still very long, but I want it to be that T's taking the left side of mid will have a close engagement with CT's from B Conn. Snipers just use the first train track sight line. Undoubtedly this area will be reshaped and resized, but I want to keep my envisaged version to see how it plays. I am excited to put out the gray box, but I don't want to jump the gun and release a map that looks like a half painted canvas. I have regents which are basically 10th grade tests next week, and I doubt I will get more than an hour of work done. Even until now I have had perhaps 3 hours to assemble the map. During summer I will be working prodigiously and I aim to make 2 models minimum per day, and at least 3 materials per week (I am newer to those). I feel mostly ready, but I still have a gray area and that is texturing models. Do people make their own materials for that? If so what quality? Any help would be appreciated.

  • Karthoum
    • June 16, 2019 at 12:50 AM
    • #27

    Are the both train lines and T entrance #2 to B connector all 3 different lanes, like A site on de_train?

    I quite like that, especially the middle part between the connectors.

    What do you mean by materials? You would just UVmap a texture and then use VTFedit to create a texture file from an imported image and a material file can be automatically generated from it.

    You could try using the Valve stock textures but I doubt they'd be always that useful as most of them are too specific.

  • Interfearance
    • June 16, 2019 at 3:15 PM
    • #28

    @Karthoum Ohhh that makes sense. I thought they were imported with materials baked into them. RIP :D

    Oh also, mid is gonna be two lanes with the left train line seemingly going from T entrance 1 to A conn. To solve timing issues, a train will block T entrance one for ~3 secs and then stop, conveniently on the empty platform car which player can jump over. [Blocked Image: http://www.mountainviewdome.com/railroad%20car5.jpg][Blocked Image: https://i.pinimg.com/originals/59/05/38/5905384f8c6d90107534c7e875100161.jpg]

  • Interfearance
    • June 17, 2019 at 3:04 AM
    • #29

    So I got the train working but everything renders black. This is most likely not the trains fault; I tested it on a separate level and everything was a okay. Its not mat_full bright either. There were already a handful of black faces (no pun pls) in my level as well as some artifact around an arch I had to replace. Now everything is like not reflecting any light.

  • Interfearance
    • June 19, 2019 at 2:52 AM
    • #30

    6/20/19 - Get Ready :P

  • mr.jogurt
    • June 19, 2019 at 2:54 AM
    • #31

    im pretty excited ^^ altough the first two images look really dark.. maybe you could tweek the brightness in these areas?

  • Interfearance
    • June 19, 2019 at 10:09 PM
    • #32

    @mr.jogurt I'm on it! This is pretty much the only thing between the map and release, but thanks for the feedback.

  • Interfearance
    • June 20, 2019 at 9:54 PM
    • #33

    I don't have as much time as I want right now due to finals (for the 10th grade :( ). After seeing Roald's gray box I have decided to postpone the graybox, and fully commit to the new theme of train shunting yard/repair yard/tracks. This way there will be more thematic consistency, and I will have time to get more references to really set a mood and location. Don't worry, there will still be a circle site, but it will be better. It will be a turntable!

    Here is the old w.i.p radar for the record:

    Spoiler

    I already have sick references and I want to make at least one texture less train model to set the mood and make things interesting.

    Here is the train:

    [Blocked Image: https://css.trainspo.com/uploads/photos/1024/36-43645v0_20130925.jpg]

    Here is the turntable (which I will shrink a little and modernize slightly):


    Spoiler [Blocked Image: http://www.catskillarchive.com/rrextra/roundtab.jpg]

    Here another refrence for A site entrance:

    Spoiler

    [Blocked Image: https://images.fineartamerica.com/images-medium-large-5/train-yard-strasburg-repair-center-mike-savad.jpg]


    When finals are done I will have much more time to work and I suspect my ideas will come out smoother on the same day rather than chopped up between 0-.5 hr work weeks.

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