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_hotel

  • Twan_Neppe
  • October 8, 2019 at 1:22 PM
  • Twan_Neppe
    • October 8, 2019 at 1:22 PM
    • #1

    https://steamcommunity.com/sharedfiles/fi…/?id=1714359881

    In a peaceful town that was build around an old church, which now is rebuild to a hotel, were multiple protests against industrialisation and the destroying of the nature. Some individuals want to draw more attention to this small town.

    -----------------------------------------------------------------------------------------------------------------------------------------------------------------------------

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

  • H1PP0P0T4MU5
    • October 8, 2019 at 6:46 PM
    • #2

    Looks nice, is it set in a middle of a city next to a hotel?

  • Twan_Neppe
    • October 9, 2019 at 3:31 PM
    • #3
    Quote from H1PP0P0T4MU5

    20 hours ago, H1PP0P0T4MU5 said: Looks nice, is it set in a middle of a city next to a hotel?

    Yeah, it was kind of the first name i came up with.. might change it if better ideas come up

  • mtchromatic
    • October 9, 2019 at 9:27 PM
    • #4

    The bombsites seem rather generic to me, a square plant zone with some crates on it.

  • mtchromatic
    • October 11, 2019 at 2:53 AM
    • #5

    Got around to loading up the map. It was confusing to navigate. At the very least, add more arrows.

    The abundance of very high walls and narrow hallways didn't help this either. The layout consists of huge open areas connected by narrow corridors, and the bombsites are large areas that have barely any/crates for cover. Think about an after-plant situation, especially on Bombsite A, there aren't many interesting places to defend from. The layout also uses verticality at somewhat insignificant points, while leaving the bombsites flat and sparse.

  • Twan_Neppe
    Guest
    • October 11, 2019 at 6:44 AM
    • #6
    Quote from mtchromatic

    3 hours ago, mtchromatic said: Got around to loading up the map. It was confusing to navigate. At the very least, add more arrows.

    The abundance of very high walls and narrow hallways didn't help this either. The layout consists of huge open areas connected by narrow corridors, and the bombsites are large areas that have barely any/crates for cover. Think about an after-plant situation, especially on Bombsite A, there aren't many interesting places to defend from. The layout also uses verticality at somewhat insignificant points, while leaving the bombsites flat and sparse.

    Lease keep in mind that it's a WIP. I haven't updated it far enough for a worthy update. The narrow parts may get bigger and the open areas may become smaller..

  • Twan_Neppe
    • October 11, 2019 at 9:46 PM
    • #7

    New Update Released:

    link to map: https://steamcommunity.com/sharedfiles/fi…/?id=1714359881

    ---------------------------------------

    Bombsite A:- Added cover for T's on the road- replaced the greybox site with props (not finished yet)- Added a bench with some plantsBombsite B:- Added options to throw grenades from long B to site- Added plants on the siteTexturing:-Added textures and props to the bombsites and the area's around itRadar:-Added a radar image


    for more pictures please visit the workshop page.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

  • Twan_Neppe
    • October 21, 2019 at 3:22 PM
    • #8

    Got a lot of feedback from the playtesting yesterday. i'll try to implement as much as possible to make the map as good as i can.

    probably submitting a second playtest for more feedback in a couple of weeks..

    TY all for the feedback!!

  • Twan_Neppe
    • October 24, 2019 at 2:57 PM
    • #9

    NEW UPDATE!

    I just updated the map, implemented some of the feedback received last sunday at the playtesting.

    Patch notes are available on the steam page: https://steamcommunity.com/sharedfiles/fi…/?id=1714359881


    I'm searching for someone who can model custom props. I don't have any idea to do that.

    If you know someone, please send him my steam profile (link in bio) and ask him to message me...


    For now have fun with the update..


    The content cannot be displayed because it is no longer available.

  • Twan_Neppe
    • November 18, 2019 at 8:14 PM
    • #10

    New Update!

    Version 1.04

    Bombsite A: - fixed the bot stuck-spot on the bombsite. - moved the one-way drop fence closer to the bombsite.

    Bombsite B: - made upper B wider and added some cover.

    Texturing: - textured the building outside of A main. - textured the structure on bombsite A. - textured upper B.

    Radar: - Used TAR to create a new radar image.

    ---------------------------------------------------------------------------

    Planning to put it up for playtesting again since it had some layout changes.

    Visit the workshop page: https://steamcommunity.com/sharedfiles/fi…/?id=1714359881

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

  • Twan_Neppe
    • December 16, 2019 at 7:10 PM
    • #11

    NEW UPDATE!

    Version 1.05

    Bombsite A: - removed 1 box and replaced it with pallets

    CT spawn: - added some props

    T spawn: - added some props

    Texturing: - finished almost all of the texturing of the map

    Radar: - updated the radar

    Lighting: - added some lights on dark spots

    Player models: - switched CT models to FBI - switched T models to Specialist

    ---------------------------------------- Future plans: - re-design some area's that are 'low quality' - add cubemaps - optimizing the lighting in the map


    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

  • DutchCrazyGamer
    • December 17, 2019 at 6:59 AM
    • #12

    The layout still looks like some long boring corridors. Have you playtested this map already?

  • Twan_Neppe
    • December 17, 2019 at 6:32 PM
    • #13
    Quote from DutchCrazyGamer

    11 hours ago, DutchCrazyGamer said: The layout still looks like some long boring corridors. Have you playtested this map already?

    Yes there was a playtesting session about 2 months ago. I just submitted it for another playtest, possibly occuring on december 24th. Hope to see you there

  • Vaya
    • December 17, 2019 at 9:01 PM
    • #14

    I can't test a map then you crazy man. Can you choose another date?

  • Wintrius
    • December 17, 2019 at 10:02 PM
    • #15
    Quote from Vaya

    1 hour ago, Vaya said: I can't test a map then you crazy man. Can you choose another date?

    Christmas was canceled, do you not watch the news?

    Spoiler

    Anyway, some actual criticism for the map:

    • The layout is still tight corridors, might want to loosen that up and add some more unique shapes.
    • I wouldn't hop into visuals just yet if I were you... unless those are placeholders.
    • If those are the actual visuals you're planning on having on the map, I'd recommend making your own. Not only that, I'd try to make the geometry a bit more realistic in its architecture.
    • I don't know about that lighting.
    • I'd try to make the routes on the left side of the map a bit more interesting, as in something that is possibly more vertically based.
  • Twan_Neppe
    • December 18, 2019 at 1:12 PM
    • #16
    Quote from Wintrius

    15 hours ago, Wintrius said: [*] If those are the actual visuals you're planning on having on the map, I'd recommend making your own. Not only that, I'd try to make the geometry a bit more realistic in its architecture. [*] I don't know about that lighting. [*] I'd try to make the routes on the left side of the map a bit more interesting, as in something that is possibly more vertically based. [/list]

    (I think you mean the pictures that i've posted you are talking about) no those are from my map, just to let you see how it is coming along..

  • Twan_Neppe
    • December 20, 2019 at 6:24 PM
    • #17

    I've looked into any possibilities for more vertical difference on the left side of the map. I came to the conclusion that MID had some potential in this case.

    So i started trying something and it came out pretty well i would say. Here is the result...

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

    The content cannot be displayed because it is no longer available.

  • DeadKnife
    • December 21, 2019 at 8:32 PM
    • #18

    The shadows look pretty harsh.

  • Twan_Neppe
    • December 22, 2019 at 12:46 PM
    • #19
    Quote from DeadKnife

    16 hours ago, DeadKnife said: The shadows look pretty harsh.

    yeah i know, i've tried a lot of different things to brighten them up, but none of the things i tried worked. Any suggestions?

  • JorisCeoen
    • December 22, 2019 at 2:19 PM
    • #20
    Quote from Twan_Neppe

    1 hour ago, Twan_Neppe said: yeah i know, i've tried a lot of different things to brighten them up, but none of the things i tried worked. Any suggestions?

    Well your ambient values in the light_environment can easily be like 150-200 with a lighter color than you have now (ambient color needs to be a little what the skybox is, so light-blueish could do the trick).

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. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  6. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  7. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  9. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  10. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™