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CS_Metroplex

  • m8nkey
  • June 16, 2007 at 3:46 AM
  • Skjalg
    • October 27, 2009 at 11:00 AM
    • #121

    theres different sizes of pool tables as well I remember the one in my old youth club back when I was hip, it was really thin, while the ones at my uncles really wide.

  • the0rthopaedicsurgeon
    • October 27, 2009 at 4:22 PM
    • #122

    the size looks ok for a snooker table, but i do think the scale is off just because the pockets look big enough to fit your head in.

  • Em'
    • October 27, 2009 at 4:54 PM
    • #123

    I think there is different size, but when I did the model I take a real world size model. So, maybe I take a bad reference, but, it was mentionned that the pooltable was the standart for polltable (not sure if snooker is the same thing).

    Maybe a different between french and american billiard ?

    edit :

    pictures for billiard :

    http://upload.wikimedia.org/wikipedia/c ... nt-non.jpg

    http://upload.wikimedia.org/wikipedia/c ... g_pool.jpg

    http://www.camping-roquelongue.com/Acti ... illard.JPG

    pictures for snooker :

    http://img.jeuxvideo.fr/00333339-photo- ... p-2007.jpg

    http://media-cdn.tripadvisor.com/media/ ... nooker.jpg

    So, for a billiard : the model I did is cool.

    But a snooker is larger and longuer than a billiard.

  • m8nkey
    • November 8, 2009 at 1:29 PM
    • #124

    Thanks for the feedback guys. They're supposed to be pool tables, not snooker so I'll reduce the size.

    The pool tables in pubs round my parts have thick wooden frames but now I realise they aren't quite that big.

  • propaganda
    • November 9, 2009 at 8:07 AM
    • #125

    Standard pool table playing surface is 4' x 8', a regulation snooker table is 6' x 12' (English size).

    Pool tables are 2:1 ratio.

    4x8 (playing surface of 48 by 96 units)

    5x10 etc

    6x12 etc

  • m8nkey
    • January 1, 2010 at 4:08 PM
    • #126

    Finished all the vehicle models. they are pretty ordinary but good enough. Working on the final details for the street area, 3d signs, billboards and overlays.

    I also made the rooftop opposite the cinema player accessible.

    broken links removed

  • skdr
    • January 1, 2010 at 5:28 PM
    • #127

    Your map could benefit from texture trims, overlays and better lighting.

  • m8nkey
    • January 2, 2010 at 1:29 AM
    • #128
    Quote from skdr

    Your map could benefit from texture trims, overlays and better lighting.

    Thanks for the crits SKDR.

    I'm still working on overlays.

    I used trims on my inteiror textures but didn't for the outdoor textures, opting to model details like windows and trims so they don't look flat. I think you're right though, some trims would help seperate and define the building shapes. I'll look into it.

    I agree, the outdoor lighting is horrible, definitely needs a lot of work. I don't think I'll use that skybox either (currently assault).

  • Jenn0_Bing
    • January 2, 2010 at 11:24 AM
    • #129

    The biggest thing that stands out to me is the lack of markings on the road, defiantely needs something to break up that large blackk area.

  • PhilipK
    • January 2, 2010 at 4:09 PM
    • #130

    Yes some decals would really help that ground especially.

    What I also find very strange is why there are 2 crossings in the road corner. It'd make sense if it actually was a T-crossing there. I understand the layout wouldn't really allow to open up that road (or maybe if it's closed off). Anyway as it is now I think it'd make a lot more sense to have the crossing in the middle of the straight part of the road.

    Actually I think the whole road would benefit a lot from not beeing so strict to the grid. But I know it might be hard to do much about that so simply having some markings, dirt and other grunge going on there would help out loads.

  • D3ads
    • January 2, 2010 at 5:20 PM
    • #131

    Having bits of trash at each end of the zebra crossing looks really odd, and makes the rest of the level look too clean, try to add a bit more variation in placement of trash. Also as Phillip said, decals are your friend, add some to spice up the detail but use them sparingly since they'll end up cluttering scene if used wrong. That road texture could benefit from some trims on the edges and maybe some wear and tear too as well as markings to break up the repetition. Really like the car models you've got there, but they remind me of Max Payne a bit as they're kinda simplistic, might wanna add an interior in there if you can or at least paint the windows with a better less basic texture.

    Quote from Fat Boy Slim

    You've come a long way baby..

    Keep going, it can only get better

  • RA7
    • January 5, 2010 at 11:31 AM
    • #132

    Any BETA??.......*hides :)

  • tonystockert
    • January 5, 2010 at 7:41 PM
    • #133

    looks great. not sure if it's been mentioned but it is a little odd that there's only 2 kinds of cars. there's the police SUV and then the Dodge Charger-type car in red, blue and police colors. Maybe throw a pickup truck in there and some toyota/honda knockoff cars, a Prius would be funny.

  • m8nkey
    • January 6, 2010 at 10:52 PM
    • #134

    Thanks for all the great advice guys.

    Quote from Jenn0_Bing

    The biggest thing that stands out to me is the lack of markings on the road, defiantely needs something to break up that large blackk area.

    I've added double line road marking as overlays and it's definitely an improvement.

    Quote from PhilipK

    Yes some decals would really help that ground especially.What I also find very strange is why there are 2 crossings in the road corner. It'd make sense if it actually was a T-crossing there. I understand the layout wouldn't really allow to open up that road (or maybe if it's closed off). Anyway as it is now I think it'd make a lot more sense to have the crossing in the middle of the straight part of the road.

    Actually I think the whole road would benefit a lot from not beeing so strict to the grid. But I know it might be hard to do much about that so simply having some markings, dirt and other grunge going on there would help out loads.

    The underlying layout was originally based off Hollywood Holocaust, the first Duke Nukem map. Although it's changed dramatically the odd street setup is due to the original layout. I agree the crossings aren't particularly functional and I've never seen any setup like that. I put them there simply to break up the road surface.

    Quote from D3ads

    Having bits of trash at each end of the zebra crossing looks really odd, and makes the rest of the level look too clean, try to add a bit more variation in placement of trash. Also as Phillip said, decals are your friend, add some to spice up the detail but use them sparingly since they'll end up cluttering scene if used wrong. That road texture could benefit from some trims on the edges and maybe some wear and tear too as well as markings to break up the repetition. Really like the car models you've got there, but they remind me of Max Payne a bit as they're kinda simplistic, might wanna add an interior in there if you can or at least paint the windows with a better less basic texture.

    There was no forethought in overlay placement in those screens. I just started throwing them around. I removed a great deal of them and have put more thought into overlay placement.

    No chance of adding car interiors. At the moment they have polycounts between 1000-1200 and I'd like to keep performance reasonable on lower end systems. The window texture is the same base material used for all the brush glass materials so at least it fits in within the scene.

    Quote from tonystockert

    looks great. not sure if it's been mentioned but it is a little odd that there's only 2 kinds of cars. there's the police SUV and then the Dodge Charger-type car in red, blue and police colors. Maybe throw a pickup truck in there and some toyota/honda knockoff cars, a Prius would be funny.

    I actually had more car types but removed them because they didn't fit with these cars. The map is currently 45mb compressed and I'd like to keep the final filesize as low as possible, hopefully under 50mb.

    Quote from RA7

    Any BETA??.......*hides :)

    I've been doing internal testing with my friends and I'm really happy with the gameplay. I'm aiming for a March release though it may be sooner, just depends on how busy I am with work. I plan on having a single open beta before release, I'll send a preview your way beforehand though.

  • m8nkey
    • January 26, 2010 at 11:02 PM
    • #135

    First post updated.

    Since the last screens I've:

    Revised the lighting (though the shadow control still needs work)

    Added several models made by Em, myself and a few I purchased and ported to source

    Added road markings

    Started detailing the toilets

    There's still some placeholder content around (like the billiard lights). The main areas that still need work are the toilets and cinema projector room.

    I'm starting a fulltime 3d course next week so hoping to get this out of the road by March at the latest. It's likely I'll have an open beta by the end of Feb.

  • ElectroSheep
    • January 27, 2010 at 9:21 PM
    • #136

    Hey, I like it !, i'll test it when i'll have some time.

  • D3ads
    • January 27, 2010 at 11:50 PM
    • #137

    Looking good! Foliage is too green though, no trees are ever that green naturally

  • ⌐■_■
    • January 30, 2010 at 7:44 PM
    • #138

    this thread is great. this is how a map should evolve imho.

  • m8nkey
    • December 30, 2010 at 9:41 AM
    • #139

    A playable version is now available. I have media and a download link on my site:

    http://www.binaryspace.info/level-design/cs_metroplex/

    If you're in the Oceania region and interested in a game, it's running 24/7 on my server:

    203.46.105.34:2121

    This is the single public test version I'm releasing. I don't intend to spend much more time on it. I'd still appreciate feedback, particularly about gameplay bugs or exploits. Thanks to all who provided feedback through this thread.

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_001.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_002.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_003.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_003a.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_004.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_005.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_006.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_007.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_009.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_010.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_011.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_012.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_013.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_014.jpg]

    [Blocked Image: http://www.binaryspace.info/wp-content/gallery/metroplex/cs_metroplex_015.jpg]

  • jaboo224
    • December 30, 2010 at 9:22 PM
    • #140

    fantastic! some of it looks like it could be part of the game the ship. Great work, love it.

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