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. Discussions
  3. Level Design

CS Source: de_tropea

  • OrnateBaboon
  • March 6, 2006 at 4:39 PM
  • WD
    • March 14, 2006 at 4:14 PM
    • #21

    Those trees are on the wrong season they should have yellow leaves

  • von*ferret
    • March 14, 2006 at 6:15 PM
    • #22

    sexy. maybe bevel some of the outside building edges. Would help the overall feel of the levels more by taking away the cube like feel without removing the architectural element.

  • Zacker
    • March 14, 2006 at 7:16 PM
    • #23

    Fence on the right in the last pic of your first post doesn't fit in.

  • Meotwister
    • March 14, 2006 at 8:10 PM
    • #24

    yeah your indoors are great, but the exteriors could use a bit of work, like zacker said I dont think chain link fences fit in there. You could try making your roofs displacements to break up the square/cube feeling.

    Keep it up man it just keeps gettin better.

  • OrnateBaboon
    • March 15, 2006 at 9:23 AM
    • #25

    WhiteDevil - are you talking about how there should be yellow leaves on the trees themselves or the ones that are already on the floor?

    von*ferret - I agree. All of the buildings in the map are blocky at the moment. When I am happy with the shape of them and the way they fit together, I will angle the corners, or add extra geometry to get rid of the cube like feel.

    Zacker - will remove fences. Make no snse being there whatsoever!

    Meotwister - will definitely add displaced roofs when I am happy with the buildings. They make a huuuge difference. The first lot of pics are quite rough, and I am going to rebuild lots of the area. Looks a bit too old engine in places.

  • Taylor Swift
    • March 15, 2006 at 10:38 AM
    • #26
    Quote from OrnateBaboon

    WhiteDevil - are you talking about how there should be yellow leaves on the trees themselves or the ones that are already on the floor?He means just regular ordinary tree models need a new change from green leaves to yellow to math the leaves under the tree

  • OrnateBaboon
    • March 15, 2006 at 11:27 AM
    • #27

    Ahhh I see. So this will mean changing the colour of the trees skin. But don't some leaves go yellow before brown? I don't really know, but if this is a definite problem, changing the skin colour would be easy enough.

  • atrocity
    • March 15, 2006 at 8:54 PM
    • #28

    Excellent lookign level, the things I would adress are the few present consistancy issues. You have some nice architecture and some excellent level work, but the trashcans look a little out of place, and the crate on the street is kind of odd, doesn;t seem to serve any direct purpose.

    Some other things though very minor but kind of weird you have trees with nice green leaves but the the ground has orange ones laying all around. I know that may not be something you can directly fix but I think militia's trees might have reddish orangish leaves?

    The lamp at the top of the small hallway is upside down, that looks pretty odd also.

    keep up the great work.

  • OrnateBaboon
    • March 20, 2006 at 6:31 PM
    • #29

    Cheers atrocity. I added the trashcan becaause it looks modern. I would like to date the map, so that it looks as though it is taking place in the present day. Could also change the colour of the skin on the tree to match the leaves if it is an issue. Lamp definitely looks odd!

    Some pics of inaccesable areas. I was wondering if anyone had any good ideas about things that could be added into these areas. There are quite a few of them, so I don't want to keep repeating myself. All ideas are welcome.

    [Blocked Image: http://www.skybex.com/de_tropea20.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea21.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea22.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea23.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea24.jpg]

  • ⌐■_■
    • March 20, 2006 at 6:41 PM
    • #30

    grand.. just feckin grand man..

  • Minos
    • March 20, 2006 at 6:58 PM
    • #31

    Very cool dude

  • Grinwhrl
    • March 20, 2006 at 8:16 PM
    • #32

    looks very nice, but its looking more like dod everytime i see it as I can see you are using dod resources.

  • OrnateBaboon
    • March 25, 2006 at 6:53 PM
    • #33

    Thanks for the feedback guys. A few wip pics of one of the bombsites. Castle will extend to the outside of the level, and over the river. Castle will also break when bombed. Also some new decals to brighten the place up. More modern than the stock ones.

    [Blocked Image: http://www.skybex.com/de_tropea30.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea31.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea32.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea34.jpg]

  • RA7
    • March 25, 2006 at 11:59 PM
    • #34

    Ok enough is enough, I WANT BETA!!

  • OrnateBaboon
    • March 27, 2006 at 12:00 AM
    • #35

    Cheers RA7, and thanks for the pimpage on Lanmaniax! Beta is a long way off though. Still loads of stuff to do. A couple of rooms need a ton of work done to them before I could even consider releasing a beta to check out gameplay issues.

    A couple of guys have said that they don't really like the castle bombsite. They think a round building looks a bit weird next to lots of square stuff. I just wondered if anyone had an opinion on this.

  • Bic-B@ll
    • March 27, 2006 at 12:15 AM
    • #36

    the road in the second shot is way too flat, add some bumps to it and make the edges higher

  • OrnateBaboon
    • March 27, 2006 at 12:22 AM
    • #37

    Bic Bell, I agree. All the roads, pavements and curbs will be changed. I have changed a few of them already, and made them more bendy, and more bumpy. Just takes me ages to do a displaced area, after which I want to rip my hair out!

  • OrnateBaboon
    • April 12, 2006 at 5:45 PM
    • #38

    A small update showing changes to areas pimped already. Decals, overlays, rubbish, background buildings, proper displacements etc will be added when I am happy with the geometry. Constructive criticism appreciated. Water in the 4th shot will eventually blend into the skybox.

    [Blocked Image: http://www.skybex.com/de_tropea35.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea36.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea37.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea38.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea39.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea40.jpg]

    [Blocked Image: http://www.skybex.com/de_tropea41.jpg]

  • st0lve
    • April 12, 2006 at 5:48 PM
    • #39

    I like it

  • ⌐■_■
    • April 12, 2006 at 6:10 PM
    • #40
    Quote from st0lve

    I like it

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. Tangerine

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

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

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

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

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

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

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

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  9. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM

Users Viewing This Thread

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