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de_terminus2

  • Ph3nyx
  • October 21, 2007 at 11:39 PM
  • Ph3nyx
    • October 21, 2007 at 11:39 PM
    • #1

    here comes my new project de_terminus2 (de_terminus was my first defuse map i made it 2years ago)

    there's still a lot of work to come , but the general brushwork is quite finished.

    i'll test soon the fisrt beta to test the gameplay before adding more details.

    The screenshots :

    [Blocked Image: http://ph3nyx.free.fr/media/screenshots/de_terminus2/de_terminus20006.jpg]

    [Blocked Image: http://ph3nyx.free.fr/media/screenshots/de_terminus2/de_terminus20007.jpg]

    [Blocked Image: http://ph3nyx.free.fr/media/screenshots/de_terminus2/de_terminus20008.jpg]

    [Blocked Image: http://ph3nyx.free.fr/media/screenshots/de_terminus2/de_terminus20009.jpg]

    [Blocked Image: http://ph3nyx.free.fr/media/screenshots/de_terminus2/de_terminus20010.jpg]

  • curman
    • October 22, 2007 at 1:33 AM
    • #2

    I'll start with the positive side of your map. You have good lighting, it looks very deserted and lonesome. You've learned to use curved walls and know not every curve is a perfect 90 degrees. Beyond that you're lacking alot.

    I think everyone will agree with this - You lack content. You have these boring open hallways with nothing in them. Like screenshot 2 and 3, just dull open hallways. You could of added so many things! Pipes, props, trash, crates, stains, decals, graffiti, lights on the walls, trash cans, vents, ANYTHING! Your map has potentional but you need to involve more props.

  • Ph3nyx
    • October 22, 2007 at 2:04 AM
    • #3

    Oh i think you didn't notice that is an early work in progress, i've planed to make some customs textures, adding props , sound and more details , don"t worry about that , it'll come

  • -HP-
    • October 22, 2007 at 8:27 AM
    • #4
    Quote from Ph3nyx

    Oh i think you didn't notice that is an early work in progress.

    Course he did, that's why he gave you those tips!

  • Kreigore
    • October 22, 2007 at 11:52 AM
    • #5

    Where death is most alive.

  • Rick_D
    • October 22, 2007 at 12:17 PM
    • #6

    follow the curved roof around the long curve ;D

    it's cheap to just end it because you can't be bothered to manually chop brushes up!

  • Ph3nyx
    • October 22, 2007 at 12:55 PM
    • #7

    i've tried but it give's me to much errors with the vertice tool and it don't fit with the clipping tool.

  • dux
    • October 22, 2007 at 12:57 PM
    • #8

    You need to verterx the brushes into position then split them down the middle so they're triangles. Thus they don't split.

  • D3ads
    • October 22, 2007 at 2:46 PM
    • #9

    The lighting is great

    The hallway doesn't look right in the first picture, don't remember seeing anything like that in a subway, looks more fitting for a 'topside' trainstation though.

  • RA7
    • October 22, 2007 at 5:28 PM
    • #10

    Good be a good map for a Zombie mod

  • Ph3nyx
    • October 31, 2007 at 4:18 PM
    • #11

    [Blocked Image: http://pix.nofrag.com/a/a/0/16c9dc17cc53c15f3f7e99aeb58b2tt.jpg]

    [Blocked Image: http://pix.nofrag.com/0/8/1/f7a2ce65ad689f9a529cbd1b31b0ett.jpg]

    [Blocked Image: http://pix.nofrag.com/7/5/8/3d7827faff918b5cc79d315c0a616tt.jpg]

    here is the fisrt bomb site , i've aslo tried to break the linear corridors.

    still a lot of work to do on this map :roll:

  • ⌐■_■
    • October 31, 2007 at 4:56 PM
    • #12

    i kind of like the atmosphere it breathes in the last picture..

  • fonfa
    • October 31, 2007 at 9:21 PM
    • #13

    the white railings stand out too much...

    and you could improve the lighting a bit

  • Ph3nyx
    • December 16, 2007 at 2:56 AM
    • #14

    some news about this map

    i've finaly found my light settings , adding more details as you can see

    hope i'll make the first beta realy soon, but it's steel some work to come (correcting bugs, adding props , testing gameplay ..)

    [Blocked Image: http://pix.nofrag.com/4/9/2/8316698c722cefe52e9b789ab5551tt.jpg]

    [Blocked Image: http://pix.nofrag.com/5/9/6/32573287a0c67b3f27efb10d3e419tt.jpg]

    [Blocked Image: http://pix.nofrag.com/4/f/d/7891379edafca22dd975d3aa57adatt.jpg]

    [Blocked Image: http://pix.nofrag.com/7/8/5/26994143581d3de7794561fbbbb97tt.jpg]

    [Blocked Image: http://pix.nofrag.com/1/a/9/9a397b3a1c79d669ec53702595d4ftt.jpg]

    [Blocked Image: http://pix.nofrag.com/6/7/1/ce69cd0d9962af81a832df2676fe3tt.jpg]

  • Sentura
    • December 16, 2007 at 3:12 AM
    • #15

    still looks amazingly empty. the props you have added (like the soda machines) seem complete out of context with the concrete surface. i honestly dont think you lack content since you could probably add whatever is in your reach from within the sdk; what i think you lack is purpose.

    it seems you have a series of hallways or other just connected. sure people use them for escalators etc, but would they really build a public service station like that? wouldnt they make it more effective by compressing everything to the smallest space neccesary?

    i think-- no, i know they would. instead of having blank walls try to do something with the space around them - make storage rooms with grates and put cardboard boxes inside or something similar. add the feeling that the place was in obvious use before it simply became a cs map. you will probably have to rearrange some of the map layout to compensate for reality, but in the end, you'll have a map that not only looks nicer, but feels more real.

  • ⌐■_■
    • December 16, 2007 at 5:16 AM
    • #16

    the lightbeams look weird

    apart from that, it looks empty indeed. the lighting in the hallways looks cool tho!

  • Gorion
    • December 28, 2007 at 3:58 PM
    • #17

    tbh i really like what you did with your latest addition

    screenshot 3: looks weird, those machine's are just having no purpose at all. what sort of room is it?

    screenshot 4: gameplay wise this hallway is stupid, snipers will own this hallway. Lightning could be colder (blueish) and try to get some doors in it, so it looks like its not just another hallway.

    screenshot 5: get some benches against the wall, basically same as screenshot 4. Lightning looks sweet though, maybe a more volumetric light beam (like in de_dust2, with light/dust particles in it).

  • mabufo
    • January 2, 2008 at 5:30 PM
    • #18

    Benches, pay phones, garbage decals, garbage cans, locked maintenance doors, pipes (in moderation), Clocks, train schedules, plants, et all. Think of things you might see at a train station and try to add them to your map. I think with this map you should also focus on the lighting after you nail down the prop placement. fluorescent lighting isn't all you'll see in a train station, you know?

  • Ph3nyx
    • January 25, 2008 at 10:31 AM
    • #19

    Hi there, i finaly release the map

    I've corrected several bugs , adding props,decals and light, changing little things in gameplay.

    You canDownload it here

    [Blocked Image: http://pix.nofrag.com/c/f/3/04cdc5435ab254ca48fa3a01f7306tt.jpg]

    [Blocked Image: http://pix.nofrag.com/d/4/8/b7f07b8ae665263dcbeb091b156e1tt.jpg]

    [Blocked Image: http://pix.nofrag.com/2/e/7/98f25675e6d73c821fb84f9eb69fdtt.jpg]

    [Blocked Image: http://pix.nofrag.com/d/d/0/1bb43eeccb618863da7a8863c3d0ctt.jpg]

    [Blocked Image: http://pix.nofrag.com/2/2/b/b2ab9e0f28b74a5388a64473a2c7ftt.jpg]

    [Blocked Image: http://pix.nofrag.com/e/4/c/cfdcb4ab9f04213a546774fc5e2aatt.jpg]

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