1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Vault
  3. Past Contests
  4. [CS:GO] Exotic Places Mapping Contest

De_Hongya [WIP]

  • Vintendi
  • October 2, 2019 at 9:38 AM
  • Vintendi
    • October 2, 2019 at 9:38 AM
    • #1

    Currently working on a map set in china... location will be revealed later. This is a solo defusal map and is my second ever developed map (first one was pretty bad).

    Progress and map layout will come soon, but here is a sneak peak (mid)

    Some progress is being made....

  • Vintendi
    • October 3, 2019 at 11:29 AM
    • #2

    Today I spent some time optimising the compile times by trying to reduce the amount of numportals (5h to compile on Full HDR only). I started with 9118 numportals with only major brushes being converted to details. After running around the map and converting a bunch more brushes to details I was able to reduce the numportals down to 5548. Lastly I added an optimised skybox which drastically reduced the numportals to 2145 (3-35min to compile).

    Next up I'll be adding more detail to my maps building and reduce the amount of unnecessary brushes used currently.

    EDIT: Compile times seem to be ranged. Sometimes it will load super quick and sometimes it will hang at 9.. (no I don't have other applications on hogging CPU usage)

  • RedSkittleFox
    • October 3, 2019 at 1:28 PM
    • #3
    Quote from Vintendi

    1 hour ago, Vintendi said: Today I spent some time optimising the compile times by trying to reduce the amount of numportals (5h to compile on Full HDR only). I started with 9118 numportals with only major brushes being converted to details. After running around the map and converting a bunch more brushes to details I was able to reduce the numportals down to 5548. Lastly I added an optimised skybox which drastically reduced the numportals to 2145 (3-35min to compile).

    Next up I'll be adding more detail to my maps building and reduce the amount of unnecessary brushes used currently.

    EDIT: Compile times seem to be ranged. Sometimes it will load super quick and sometimes it will hang at 9.. (no I don't have other applications on hogging CPU usage)

    Make sure that non blocking and complex geometry is func_detail.

  • morozov
    • October 3, 2019 at 1:29 PM
    • #4
    Quote from Vintendi

    1 hour ago, Vintendi said: Today I spent some time optimising the compile times by trying to reduce the amount of numportals (5h to compile on Full HDR only). I started with 9118 numportals with only major brushes being converted to details. After running around the map and converting a bunch more brushes to details I was able to reduce the numportals down to 5548. Lastly I added an optimised skybox which drastically reduced the numportals to 2145 (3-35min to compile).

    Next up I'll be adding more detail to my maps building and reduce the amount of unnecessary brushes used currently.

    EDIT: Compile times seem to be ranged. Sometimes it will load super quick and sometimes it will hang at 9.. (no I don't have other applications on hogging CPU usage)

    At the very beginning of development, all brushes i converted to func_detail. Because it is doesn't metter for final results, but save you're time. If after compile you have a bad performance on map, you should made simple base brush inside func_detail geometry (i was made it after final visual results.)

  • RedSkittleFox
    • October 3, 2019 at 1:30 PM
    • #5
    Quote from untor

    9 minutes ago, untor said: At the very beginning of development, all brushes i converted to func_detail. Because it is doesn't metter for final results, but save you're time. If after compile you have a bad performance on map, you should made simple base brush inside func_detail geometry (i was made it after final visual results.)

    I usually do basic geometry with brushes, and add the more detail over it as a func_detail.

  • Vintendi
    • October 3, 2019 at 1:50 PM
    • #6
    Quote from RedSkittleFox

    18 minutes ago, RedSkittleFox said: I usually do basic geometry with brushes, and add the more detail over it as a func_detail.

    Yeah that's what I did mostly however I didn't plan very well in the beginning which resulted in a lot of wasted time.

  • MikeGon
    • October 7, 2019 at 11:56 PM
    • #7

    Cool stuff @Vintendi!!

    Be sure to present an overview or workshop link once you got a solid build, so we can see what the whole thing looks like! ?

    Good luck!!

    Quote from Vintendi

    On 10/2/2019 at 1:38 AM, Vintendi said: Currently working on a map set in china... location will be revealed later.

    Wild guess here, but is it located in Hongya? ?

  • Kokopelli
    • October 8, 2019 at 1:33 AM
    • #8

    Your theme is shaping up nicely! Watch out for those long sight lines though. The area in your first image seems really long and fairly wide, and leads directly into another large open space which I’m guessing will be a Bombsite. If you weren’t planning on adding more geometry along that route, you’re probably going to want to add some additional cover of some sort. Just be careful not to try and force a solution. Many times the issue is inherent to the way you’ve designed a space and anything else you do to it is more of a bandaid than a solve. This especially applies to large open spaces. You run the risk of adding too much cover to compensate, which consequently creates more angles and adds complexity (in a non-deliberate way).

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. dod_poznan

    Smile_2000
    November 9, 2026 at 9:10 AM
  2. [cs2][WIP] De_digital (A side only) Looking for Feedback

    Howw3
    November 5, 2026 at 9:22 PM
  3. Hello from Normandy: Metin, working on a tactical FPS

    Thrik
    November 2, 2026 at 10:19 PM
  4. How do I setup CS1.6 mapping on linux?

    zlatan24
    November 2, 2026 at 6:43 AM
  5. CS:S | de_honor | Map creation process by D'artagnan

    Dartagnan
    November 1, 2026 at 5:41 PM
  6. Made a map maker for my indie game.

    daud2k7
    November 1, 2026 at 4:19 PM
  7. First CS2 Maps DM and Bomb Defusal

    zlatan24
    November 1, 2026 at 3:06 PM
  8. BELEK: turning Rouen into competitive FPS maps (Godot project, feedback wanted)

    MetinSaygin
    October 31, 2026 at 1:21 PM
  9. POLYSTRIKE - Finally Announced After Years of Development!

    MetinSaygin
    October 31, 2026 at 10:57 AM
  10. Hello guys I used to go by ''Dabu'' here

    Thrik
    October 27, 2026 at 6:47 PM

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™