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de_corse

  • hessi
  • August 21, 2005 at 10:42 PM
  • R_Yell
    • February 6, 2006 at 12:32 PM
    • #321

    There is a weed texture too greenish, even fluorescent I'd say, but the others are ok to me. This map with some major optimizations will be amazing, now almost the entire map is being rendered at some spots, I'm hitting 30's FPS at those areas (and that's with an high-end gaming machine). About layout, would like to see some z-axis usage.

  • General Vivi
    • February 6, 2006 at 6:33 PM
    • #322

    i saw some different models in my sdk editor . like a different sky box model and a car model . and i do beleve some wooded hold up models for the cellar in the church. i did find it funny that 97% of the church was a model , including the entire ceiling and almost the entire outside . also maybe youcould cut down on fps if that big tower at "t" spawn was a skybox model instead of a realsize huge model.

    other than that . i wouldn't expect anythign less from you and i think you did an awsome job

  • hessi
    • February 6, 2006 at 8:03 PM
    • #323

    i can reduce polycount of t spawn tower by 50% due to killing backfaces. so i think i will do it. in that case noone will be able to use the tower in a different map

  • General Vivi
    • February 7, 2006 at 12:42 AM
    • #324

    no one could reuse it in the way that you have captured it in your map hessi

  • Meotwister
    • February 7, 2006 at 2:55 AM
    • #325

    *kiss ass alert*

    *goes to wait for final version*

    *waits*

  • hessi
    • February 7, 2006 at 10:14 PM
    • #326

    third entry to the church

    [Blocked Image: http://www.thomashess.net/churchentry3.jpg]

  • DaanO
    • February 7, 2006 at 10:17 PM
    • #327

    hot

  • General Vivi
    • February 8, 2006 at 7:30 AM
    • #328

    nice stuff hessi . i like that idea.

  • RA7
    • February 8, 2006 at 5:42 PM
    • #329

    Nice, but any ideas on the sounds?

  • Bic-B@ll
    • February 11, 2006 at 6:48 AM
    • #330

    wee, remembered the password. bandwidth whorage follows

    put water in bottom + bucket on rope

    [Blocked Image: http://www.zeroproof.com/bicball/corse/01.jpg]

    if you stand on the rails you can still walk into the unclipped top

    [Blocked Image: http://www.zeroproof.com/bicball/corse/02.jpg]

    up those stairs you can go off the right to get off the map or walk along the ledge and go off on the left

    [Blocked Image: http://www.zeroproof.com/bicball/corse/03.jpg]

    there are stairs up to this little area for no point, add a table and chairs or something

    [Blocked Image: http://www.zeroproof.com/bicball/corse/04.jpg]

    the lod model here has an annoying transition

    [Blocked Image: http://www.zeroproof.com/bicball/corse/05.jpg]

    the top of these stairs has 1 blob of light on the wall that looks terrible, maybe make it look like theres a doorway to the left (unseen) letting light in

    [Blocked Image: http://www.zeroproof.com/bicball/corse/06.jpg]

    model is off center

    [Blocked Image: http://www.zeroproof.com/bicball/corse/07.jpg]

    model goes into bricks

    [Blocked Image: http://www.zeroproof.com/bicball/corse/08.jpg]

    [Blocked Image: http://www.zeroproof.com/bicball/corse/09.jpg]

    floating

    [Blocked Image: http://www.zeroproof.com/bicball/corse/10.jpg]

    i just really hate the looks of the grass + bricks, there is a huge contrast and they just do not blend. at all.

    [Blocked Image: http://www.zeroproof.com/bicball/corse/11.jpg]

    you should add an over hanging ledge to the top of this, it would look much better

    [Blocked Image: http://www.zeroproof.com/bicball/corse/12.jpg]

    this pops through the model celing (the ceiling looks super cool, i love the sagging wood effect)

    [Blocked Image: http://www.zeroproof.com/bicball/corse/13.jpg]

    the posts poke through the roof

    [Blocked Image: http://www.zeroproof.com/bicball/corse/14.jpg]

    the texture on these confessionals is super grainy/has artifacts. it looks out of place

    [Blocked Image: http://www.zeroproof.com/bicball/corse/15.jpg]

    the window frame is there and looks silly

    [Blocked Image: http://www.zeroproof.com/bicball/corse/16.jpg]

    misaligned

    [Blocked Image: http://www.zeroproof.com/bicball/corse/17.jpg]

    floating

    [Blocked Image: http://www.zeroproof.com/bicball/corse/18.jpg]

    hole

    [Blocked Image: http://www.zeroproof.com/bicball/corse/19.jpg]

    model pokes through

    [Blocked Image: http://www.zeroproof.com/bicball/corse/20.jpg]

    nulled face

    [Blocked Image: http://www.zeroproof.com/bicball/corse/21.jpg]

    the walkway is cut out and leads to a wall, maybe att a statue there or something or just get rid of the alcove, it's pointless

    [Blocked Image: http://www.zeroproof.com/bicball/corse/22.jpg]

    there seems to be a partially transparent chain along with the normal chain?

    [Blocked Image: http://www.zeroproof.com/bicball/corse/23.jpg]

    this spot could ruin game play if the CTs get there fast and have sniper rifles, you might want to remove the direct line of sight

    [Blocked Image: http://www.zeroproof.com/bicball/corse/24.jpg]

    you can get back here

    [Blocked Image: http://www.zeroproof.com/bicball/corse/25.jpg]

    the window goes right to the edge and looks bad

    [Blocked Image: http://www.zeroproof.com/bicball/corse/26.jpg]

    hole in the model

    [Blocked Image: http://www.zeroproof.com/bicball/corse/27.jpg]

    you can get from the t stairs to a ledge (or from one of the openings in the wall) to the top of the overhang and see into the nato spawn reallly fast. this could potentially ruin game play

    [Blocked Image: http://www.zeroproof.com/bicball/corse/28.jpg]

    skybox thing or alpha texture thing

    [Blocked Image: http://www.zeroproof.com/bicball/corse/29.jpg]

    black face and nulled faces/floating tree

    [Blocked Image: http://www.zeroproof.com/bicball/corse/30.jpg]

    you can see both inside and outside the church

    [Blocked Image: http://www.zeroproof.com/bicball/corse/31.jpg]

    model pokes through

    [Blocked Image: http://www.zeroproof.com/bicball/corse/32.jpg]

    roof cuts into window

    [Blocked Image: http://www.zeroproof.com/bicball/corse/33.jpg]

    on the left the roof is cut up odd, on the right somthing has a roof texture though should be wood or something

    [Blocked Image: http://www.zeroproof.com/bicball/corse/34.jpg]

    you can jump out of the tower and stand on this light fixture

    [Blocked Image: http://www.zeroproof.com/bicball/corse/35.jpg]

    lastly, those rectangular flower pots with blue flowers seem to have a problem when you jump on them. 1/2 the time you jump on them you end up flying off. i've flown like 30 feet a few times

  • insta
    • February 11, 2006 at 7:18 AM
    • #331

    Dang, that's some superb testing.

  • Bic-B@ll
    • February 11, 2006 at 7:23 AM
    • #332

    for a superb map

  • PS_Mouse
    • February 11, 2006 at 8:00 AM
    • #333

    I'm trying to decide who is more awesome, hessi for making the map or bic for doing such thorough testing

  • Nailed
    • February 11, 2006 at 9:44 AM
    • #334

    Yeah they both deserve props. The second half of Bic's images didn't load for me for some reason.

  • Bic-B@ll
    • February 11, 2006 at 7:09 PM
    • #335

    ctrl f5

  • Meotwister
    • February 11, 2006 at 7:09 PM
    • #336

    I feel bad for noticing at least half of these and not immediately posting about them.

  • KoKo5oVaR
    • February 11, 2006 at 8:22 PM
    • #337

    I wish someone will test one of my maps like this

  • Bic-B@ll
    • February 11, 2006 at 9:15 PM
    • #338

    i'll do it for cookies

  • Grinwhrl
    • February 11, 2006 at 9:46 PM
    • #339

    wow, good job helping hessi out.

  • MJ
    • February 13, 2006 at 8:07 AM
    • #340
    Quote from PS_Mouse

    I'm trying to decide who is more awesome, hessi for making the map or bic for doing such thorough testing

    i would think hessi...

    he had to make the map first to test.

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