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  4. [CS:GO] Exotic Places Mapping Contest

Swamp

  • morozov
  • June 21, 2019 at 8:11 AM
  • JorisCeoen
    • February 29, 2020 at 9:08 AM
    • #81

    If you've played Left4Dead2 then obviously this brings back great memories of the Swamp level ? there's no denying that it has inspired the artwork to some extent, but it's even more impressive that you were able to find the right assets to combine with the theme, edit them, and apply them in the map so it elevates the overall feel and detail even more than it did back when L4D2 was released. I personally think this entry has the most impressive detailwork to bring the level alive. The small grass, rocks and blend textures all fit into one complete picture that feels realistic and comfortable. The water foliage in particular is amazing, and I'm surprised at the readability and clarity the map has, given its amount of flora.

    However, it's sad that the map suffers heavily from performance. I'm running a 1050ti and I would be able to comfortably play Anubis or Mustang (and many other entries in the top-10) without problems. Even Cache ran a lot better than Swamp, and that map also has a ton of foliage and swaying. It's a huge bummer, because it drops below 50fps in many places. It's important to hold performance in high regards, because while CS:GO does go with hardware improvements over time, it remains a fact that many people run on a budget when playing Counter-Strike and think of performance as one of the most important factors when choosing to queue in MM or play on dedicated servers.

    Therefore I think the most crucial working point for this map is to improve the performance. I could literally not even suggest ONE thing to improve the visual quality at this point, so I think you're safe to go all-in to improve the FPS. I'm not sure what exactly FMpone did to improve Cache over time, but one thing he certainly did was limit the amount of foliage props and replace it for blendtextures or something else, to reduce the overall polycount and drawcalls. Or, combine props to reduce drawcalls. Or reduce the amount of shaders that are being used in one space.

    The one and only tiny suggestion that I can think of (visually), is that the text on the crocodile warning signs feels out-of-place. I don't think any realistic warning sign would say something like 'if you wanna be food then please go into the water' ? keep it in tie with the realism of the visuals. Also, while inventive and fun to experiment with, I'm just not a fan of the slowing down in the water thing. It's hindering flow (obviously the point, but still), and just makes me not wanna enter the water, ever. It basically seals a part of the map that could otherwise be used for good fun. It also makes no sense that the water in Swamp would slow you down, but not in Canals... I guess it's something to think about.

    As it stands now, though, Swamp would be a deserved third place, almost solely due to the performance issues it is currently facing. Still, it holds up entirely on its own in all the other categories, and I don't see Swamp going anywhere else but the top-3.

    Congratulations, and good luck crancking up those frames ?!

  • morozov
    • February 29, 2020 at 12:47 PM
    • #82

    The second deadline is drawing near. And it's time to tell you about what we did, and what we failed to do. What have we done: - A community work was done with the community, a lot of demo records and streams were watched. -Improved overall visual quality. -Improved performance. -Improved balance and perception. What we will do: - Performance. At the time of building the basic geometry, we noticed that open spaces are detrimental to performance. We wanted to preserve the unique layout and unique gameplay tools and do everything to make the map work better. What now does not allow to make optimization better. In fact, the game engine itself. We have a bug in which the Areaportal lowered into the water does not work correctly. Namely, at the moment of passing through it, the sound of immersion in water is made and it seems that the character is floating. Thus, we cannot cut off part of the geometry on the T side from the bombsite A. Because all cutline placed inside the water. What tools are now helping the map work. We use tradition optimization tools (hint/skip; areaportals; skyboxes) and newer system of auto-combination of static props. This reduced the number of draw calls. We used simple materials and more props used similar material.

    Spoiler

    Quote

    Quote Completed static prop combine. 24 clusters of group "sawmill_corrugated_metal_sheet", average 7.5 models 20 clusters of group "waterplant_overlay_b", average 6.6 models 12 clusters of group "swamp_ivys", average 14.1 models 27 clusters of group "waterplant_overlay", average 8.2 models 4 clusters of group "metal_roof_cap_edge", average 4.5 models 2 clusters of group "swamp_waterplant01", average 6.0 models 1 clusters of group "swamp_shrubwall01", average 6.0 models 1 clusters of group "woodplank_palette", average 4.0 models 21 clusters of group "woodplank_road", average 5.0 models 10 clusters of group "metal_railing_mill", average 8.8 models 54 clusters of group "wallframe", average 6.2 models Props combined away: 1095 Cluster models built: 176

    We are still working on productivity and really hope that we will succeed. But now we have quite good results in comparison with the first release. At the moment, the performance of the map at a low graphics setting is not much different from other maps, with the exception of special cases described earlier. The map performance at high graphics settings gives a good visual elaboration, but also takes a little more system resources than other maps. Thank you for understanding and support. With the community, we make the Swamp better.

  • Interfearance
    • March 1, 2020 at 2:06 AM
    • #83

    I played this map a while ago and I forgot to say: clip the tree on B site. You can inch up both sides to a head peek like the box on A ramp dust 2.

  • RadimaX
    • March 10, 2020 at 1:14 PM
    • #84
    Quote from Brakuren

    On 2/18/2020 at 1:04 AM, Brakuren said:

    External Content www.youtube.com
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    The Molotov in the water is exactly as in Canals when you throw it, so it's not a waste of money half the time you buy them.

  • morozov
    • March 10, 2020 at 4:33 PM
    • #85
    Quote from RadimaX

    3 hours ago, RadimaX said:

    i think, that problem inside Source engine (not in the map)

  • morozov
    • March 12, 2020 at 4:26 AM
    • #86

    We will soon released a hotfix. Probably it makes no sense to write about the latest changes on the map. I will say one thing, they carried a polishing character. I was lucky to work with Michael, because he understood of idea for a water and was able to help realize it, and in the future, protect our interests by explaining the idea to community. We had a great time these half a year, it was fun sleepless nights. Thanks to the organizers. Thanks to the community. Thanks Michael @BubkeZ Hull.[Blocked Image: https://cdn.discordapp.com/attachments/585915021008175125/686982690351874093/de_swamp0128.jpg]

  • dmu
    • July 29, 2020 at 3:43 AM
    • #87

    Поздравляю с выпуском карты в игру!

    : D

  • Freaky_Banana
    • July 30, 2020 at 8:19 PM
    • #88

    I can't read the caption, but I will be damned if I let Hammer-ception go unliked!

  • dmu
    • July 30, 2020 at 9:25 PM
    • #89

    @Freaky_Banana there's a screen to the left with the mapcore swamp page c;

  • morozov
    • August 1, 2020 at 7:14 PM
    • #90

    Hi Mapcore! We are make Swamp update! What's new? Performance![Blocked Image: https://sun9-39.userapi.com/c858128/v858128374/227ed8/DhG-uW9dFYY.jpg]

    And new screens from map:[Blocked Image: https://sun9-55.userapi.com/c858128/v858128991/226d6b/K6jtxF5hhvE.jpg]

    Spoiler [Blocked Image: https://sun9-14.userapi.com/c858128/v858128991/226d75/MIxtmOhzDhM.jpg]

    [Blocked Image: https://sun9-30.userapi.com/c858128/v858128991/226d7f/lJYvnruPsh0.jpg]

    [Blocked Image: https://sun9-63.userapi.com/c858128/v858128991/226d89/f1Cp-j3VNJI.jpg]

    [Blocked Image: https://sun9-16.userapi.com/c858128/v858128991/226d39/46iD-cREaKo.jpg]

    [Blocked Image: https://sun1-21.userapi.com/c858128/v858128991/226d4d/696e9OY7i4k.jpg]

    [Blocked Image: https://sun9-52.userapi.com/c858128/v858128991/226d61/goBSUxxR_00.jpg]

    [Blocked Image: https://sun9-60.userapi.com/c858128/v858128991/226d57/G_WzEIn-xSk.jpg]

  • That50'sGuy
    • August 2, 2020 at 11:29 PM
    • #91

    I had the chance to play the map the other day, and I had a blast! The timings work well, and me and my brother had lot's of fun trying out new strategies on it!

    I certainly think it's more than deserving of it's place in the game, well done!

  • Interfearance
    • August 5, 2020 at 2:25 PM
    • #92

    The map was very enjoyable to play in matchmaking, but almost everyone in my matches was complaining about the ambient noises which can be quite distracting. Also, the room with the broken wall was very hard to spot for me and my team at first as it was dark and under the stairs and it created some confusion as people thought the "a long" swamp area was the only way to get to A. The map is leagues better than the first version I played

  • tr0nic
    • August 10, 2020 at 7:13 PM
    • #93

    While I did notice a performance boost from last update, I'm still struggling to go beyond 100 fps in most of the outdoors locations. My gpu is a real bottleneck (GTX 770 2GB) but compared to the performances I get on other community maps / official maps, I think another optimisation pass is desirable! Keep it up!

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