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De_Forest

  • robert.briscoe
  • September 13, 2007 at 12:16 AM
  • Meotwister
    • September 23, 2007 at 10:55 PM
    • #61

    de_GroveCove?

    Fantastic map.. especially at doing a locale many source mappers wouldn't attempt.

  • JohnC
    • September 23, 2007 at 11:05 PM
    • #62

    Good Christ in hell hitting himself over the head with a stick.

    This thing's destined for all-time classic status. Took a walk around it by myself (any plans for bots in the future?) and once I put my jaw back in place I admired all the shootout potential. It's almost like a Vietnam game, you'll be walking slowly through those passages, keeping an eye out for snipers in the countless perfect spots, and boom.

    I just had one of those "what the hell am I doing here" moments.

  • Nexus
    • September 24, 2007 at 7:48 AM
    • #63

    the map is like a big maze

  • El Moroes
    • September 24, 2007 at 8:16 AM
    • #64

    Really Really amazing !!!

    I've just to say you I think your grass are too Green !! It's the only critics I've to say you! The other "bugs" are well know.

    Good work man!

  • mookie.gc
    • September 24, 2007 at 10:25 AM
    • #65

    mp_c4timer 60 ?

    [Blocked Image: http://mookie.mksvx.com/pictures/for_rc1x.jpg]

    This is de_forest_rc1 and de_cpl_strike side-by-side, in the same scale.

    I marked each up with where the Ts can go (red), where the CTs can go (blue) and the rough areas where they'd meet (magenta). Obviously for de_forest_rc1 this is based only on walking around and not gameplay experience, but if you time it yourself I expect you'll find that I'm about right.

    de_cpl_strike is a fairly large map. I know that as a CT, if I'm hanging around at T spawn when the bomb is planted, I'm in for a rough time if I plan on trying to defuse. If I stay around the hotspots, and take the quickest routes, I've got a good shot (except for the fact that I'll probably get shot in the face on the way). I would say that I'd be stupid to even go near T spawn unless I'm sure the Ts won't rush.

    de_forest_rc1 is huge. If I'm near either of the hotspots north of the river and the bomb is planted at A, it takes about 25s to get onto the bomb, running with a USP out. i.e. If I don't have a kit, I can't stop running, and if I do have a kit I'm probably screwed anyway if I have to take any time at all to fight. If I'm near the big rock and the bomb is planted at B, it takes about 30s to get onto the bomb, running with a USP out. Even with a kit, I'm basically screwed.

    My suggestion would be to move bombsite A to near where the shed is just SSW of CT spawn, move bombsite B to near where there are several big rocks overlooking the water NE of CT spawn, and shorten the route going clockwise around the windmill to give the CTs a second viable way to get back to B (maybe make the hill smaller N-S, or maybe send an E-W tunnel through).

  • robert.briscoe
    • September 24, 2007 at 10:44 AM
    • #66

    Cheers for the bug reports so far, very useful. The treest drawing over the mill seems to be an issue with the skybox which im hoping to have a workaround in the future,

    Thanks for the analysis! I will definitely take that into consideration if it becomes a big issue when there are alot of players (16+)

    As for the map being huge, you should know that I referenced on of the most popular CS maps, Dust, as a reference for timings and scale of the map and the bombsite layout should also be similar in these areas. Im hoping that when it's played with more players the bombsites will be less of an issue as the teams can split up to take on both areas simulateously.

    I think the feeling of scale may be abit exagerated because you have less of a view distance with all of the foliage and stuff.

  • ⌐■_■
    • September 24, 2007 at 10:52 AM
    • #67

    I didn't think the map what that huge, and yeah I agree with Robert about the view distance being maybe being a bit of an optical illusion.

  • RA7
    • September 24, 2007 at 11:07 AM
    • #68
    Quote from robert.briscoe

    One more note: please do not post this on other forums just yet, I dont want this early version to be distributed too much before the final version is out. Also when there is a dedicated server up it would be great if everyone could gather there to play! the more players the better!

    Thanks!

    So no PIMPAGE fro me

    I also had a runthru, the map looks preety sweet.

    But i miss sum old sheds were u can go inside, or a forest fire watchtower.

  • robert.briscoe
    • September 24, 2007 at 1:47 PM
    • #69

    got any good pictures of a forest fire watch tower? I could use another landmark.

  • Grin
    • September 24, 2007 at 4:20 PM
    • #70

    Woah, ran around and it looked completely amazing. I especially loved the river area, basically because it made me think of all the things I should have done in De_cult, like the rocks at the end of the river, why didn't I think of that?

    Then again, I don't know if it really makes a good CS map. The distance between the bombsites is pretty big, not a problem in itself, but when you take the amount of cover created by the foliage, it really makes defusing hard. The bombsites are at the small huts, and the CT would have to sit in a certain spot with almost no cover, while the bomb-defending T could just hide forever and then shoot the defuser.

    Btw.

    De_Firstblood or De_Rambo

  • D3ads
    • September 24, 2007 at 6:19 PM
    • #71

    Don't have anything else to add that anyone else hasn't said! *does another sex wee*

  • fitzroy_doll
    • September 24, 2007 at 7:06 PM
    • #72

    Great looking map. I hope you or Barndoor will make a nice nav file for it.

    How about "DE_Treeline" if you don't already have a title.

  • RA7
    • September 24, 2007 at 7:14 PM
    • #73
    Quote from robert.briscoe

    got any good pictures of a forest fire watch tower? I could use another landmark.

    [Blocked Image: http://www.angeleslookouts.org/photos/hawkins5.jpg]

    [Blocked Image: http://www.army.mil/cmh-pg/documents/BorderOps/photos/pg232.jpg]

    [Blocked Image: http://www.ngpc.state.ne.us/nebland/articles/images/hikes_tower.jpg]

  • PhilipK
    • September 24, 2007 at 7:19 PM
    • #74

    Saw some of the map at work. Will be nice to see the final result. This one could become really popular hopefully.

    Quote from robert.briscoe

    got any good pictures of a forest fire watch tower? I could use another landmark.

    Perhaps something like:

    http://farm1.static.flickr.com/201/5006 ... 0646_b.jpg

    or:

    http://farm1.static.flickr.com/128/3765 ... 520a_o.jpg

    or even:

    http://farm2.static.flickr.com/1416/809 ... 11e2_b.jpg

    Tho for this map I think a more basic than the last one would be preferable.

  • Trolyk
    • September 24, 2007 at 8:05 PM
    • #75

    Hi all,

    As I am fond of your map, I have been starting a server dedicated to de_forest_rc1 map, in order to test it.

    The ip adresse is 82.67.58.97:27016, the name is : DE_FOREST TEST TICK 100

    Have fun!

    EDIT : you didn't make the .nav file... that is not good for the server!

  • CptDobey
    • September 24, 2007 at 9:12 PM
    • #76

    Hello,

    Just downloaded and tested it a bit. Very very nice, doesn't look like any other CSS map I know, huge... I'm curious about the gameplay...

    I noticed this:

    - My console was full of this kind of messages:

    SOLID_VPHYSICS static prop with no vphysics model! (models/plants/yukka_001a_large.mdl)

    - Both yellow areas on the radar are too big. The B especially.

    - The rock behind the B house are weird. Their shape change when you move toward them. As you are very close, it is very noticeable.

    - Why can we climb on the roof of house A ? Very frustrating IMHO: we got a ladder and a trap, but no, you can't climb

  • robert.briscoe
    • September 24, 2007 at 9:27 PM
    • #77
    Quote from Trolyk

    Hi all,As I am fond of your map, I have been starting a server dedicated to de_forest_rc1 map, in order to test it.

    The ip adresse is 82.67.58.97:27016, the name is : DE_FOREST TEST TICK 100

    Have fun!

    EDIT : you didn't make the .nav file... that is not good for the server!

    Will a server not run without it? I didnt make one because I only want to test with real people not bots as they ignore transparent materials (i.e. foliage) atm which give them a bit of an unfair advantage. If you really need one let me know and I can still build one tonight if it is only for stability reasons

    Really need to set up a playtest with more than 8 people soon, cant believe are playing and testing it right now

  • Buddy
    • September 24, 2007 at 9:34 PM
    • #78

    I joined but it started to calculate bot navs so i skipped it.

  • kitycath
    • September 24, 2007 at 9:35 PM
    • #79

    wow nice work

  • robert.briscoe
    • September 24, 2007 at 9:37 PM
    • #80

    cant you just disable bots?!

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