1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. Deh0lise

Posts by Deh0lise

  • [CS:GO] Rails

    • Deh0lise
    • February 21, 2015 at 12:57 PM

    I am aware of the current trend on level design in CSGO, the clean looks with almost no detail on the textures but normals or the blurry/washed out textures in the new de_train. Regardless of that you have to take into account this map has been in development for very long and because of that the art direction doesn't follow such style as it wasn't trendy by then. Both maps resemble old games color palette, being rust more obvious to hl series, for example.


    As I come from CSS I knew what the scene demanded back then, 1.6 style maps with minimum amount of props and few basic textures all over the map. That's why you may look back to my old map de_rust and feel like it is empty or de_rails and feel like there it is too detail texture wise (the amount of props and details are posterior work I did in order to make it appealing to current standards). As the direction was towards a more detailed style in textures you'll notice visibility is taken into account by using a strong contrast and not by reducing the amount of detail on them. Snow and white walls are a clear example of what I'm talking.


    Imo the best way to improve visibility in this point would be to make custom player models with a different color (yellow, orange, red etc) thus not getting rid of the art direction over the map nor the "realistic" texture style. I'd say even more, I'd like that to be viable art direction in our maps as not all themes are suited for the clean style you mention (season, agency etc), and I like the old dirty looks.


    Meanwhile, the player models I've chosen have not just white parts but dark ones and I had no difficulty spotting them, but I don't discard those playing for the first time may not know how the map plays, where player might be at and because of that will take them 0,2s more than it would take them if the textures were plain, so they will blame enemy's frag on the map (or the mouse, latency, teammates etc). That's how cs has always been.


    Regarding colors, you may find comments on previous versions of the map stating there was not enough color variation, and it was true. Regardless of the details/brushwork I added to upgrade it to the standard level of details, I've just increased the amount of greens as planed and added few touches of orange for places I thought it would fit and would require attention. When I said I may think about adding more color was precisely for that reason, increasing orange in signs/bombspots or just placing pipes to make it easier for 1st time players to notice those CTs sniping in spawn (like I did with the light there).


    Imo the colors chosen are fine and not frequent, despite players tend to prefer warm palettes, specially those who have not as much sun as we do here in Barcelona. In any case it's mostly green-brown-white + purple sky&lighting that sets the mood. More than the theme it was the mood what I was aiming for, and I like it. The theme is not different than train, I could place some Russian signs to call it a russian trainstation but it would really add much value to itself. To me it feels lonely, cold and far away from the city (some players even told me without asking it felt like there was a dormitory town in the skybox). Also the whole map theme is consistent, you can't really say you are in a different place at all (that's something I didn't like in the new train with the scifi part for example).


    I agree I could've added some iconic stuff to blow up like toxic wastes or a statue, but by the time I started I had no 3d package (so I wasn't planing custom models) nor didn't matter much, I can arrange a story behind like this: "Abandoned in the old train station lies important evidence that may incriminate the main opposing political party in criminal activities. The government has sent the special forces in order to secure this information and disclose the information to the public before the elections take place.". In the end great maps like dust2 or yours de_cache are quite similar, and nobody really cares in the second match.


    I appreciate the feedback FMPONE, it is something I'm aware of and I'm taking into account for the map I'm working on right now, but I'm not sure if blurring all the textures of de_rails would be a good idea.


    P.S There are some bumps around (v.g white wall, snow...), but as the textures are not plain color/washed out it is not that evident. You may try the commands to see the difference, you'll see it is not huge as there is some shadow information in the color map, but they really help.


    Thanks!

  • [CS:GO] Rails

    • Deh0lise
    • February 19, 2015 at 7:45 PM
    Quote from catfood

    I pooped:

    I tried to do some "concept art" over one of your screenshots. I seriously hope you don't take it the wrong way


    It's ok catfood, I appreciate it. I got used to how it looked but you're right, it needs something else. I thought about adding some letters over the upper concrete beam as I used the light just to guide players view above because of CTs.

    -I like the left vents with some particles/envsmoke, it's a good idea I might implement.

    -The box below is something I didn't want to add in order not to give too many hints about going above the wood plank thus making smart Ts work as a team boosting and having an advantage (just like the old dark crate in d2 circular stairs).

    -I'm not adding the tree as I don't want any prop on the ground over there and might look strange from another spot if it is over the roof, but something there might prove useful for the composition.

    -The A sign might be useful, also a B sign over the far metal door, but I didn't want to encourage Ts to go middle aggressively, specially the first time they play the map, getting through mid is not as common as it is in cbble for example. Middle routes are secondary, mostly for support.

    -Cables and ac are nice, and adding some colors with stripes or pipes might be fine too, I might try it.

    -The window's frame is something I agree and I have already tried with brushes but was badly lit, I should probably have to make a model to make it look pretty.


    Thanks

  • [CS:GO][WIP]de_prison

    • Deh0lise
    • February 18, 2015 at 10:45 PM

    Oh man, I'm doing a prison too! my layout is quite different, though I'm using alcatraz's yard reference too (heavily modified). Mine is kinda strange right now, so I don't think we will overlap much


    In general lines the layout looks ok (besides lines of sight that seem off in some spots), but I'm not sure how your underground paths are connected based solely on the drawn layout.

  • Need some help on layout! (CS:GO)

    • Deh0lise
    • February 15, 2015 at 10:23 PM

    That's better, small and simple but more interesting. I'd make the doors path shorter, no one likes such paths. Play with diagonals to make it not look like a box. Maybe an inclination in the middle of the map could be interesting, and different heights on bombspots, by now they're still a plain floor with boxes (changes are good, but the planting area remains like that).


    Define the theme of the map, think about certain unique elements that would fit and create a game mechanism around them within the bombspots or paths. I wouldn't go for boxes if I had the chance.


    Keep on!

  • [CS:GO] Rails

    • Deh0lise
    • February 15, 2015 at 5:31 PM

    I've updated the map fixing respawn times and adjusting the middle issue we talked before. Now once you cross the door in middle there is a roof above, so you are covered and "safe". Also Rotation times between bombsites have been reduced by adding another route in B. Attacking B should be easier now as it IS be possible to coordinate two attacks at the same time without crossing middle, faking/switching bombsite will also be easier.


    Besides the aforesaid, I've also made few minor fixes like clipping, prop placement (flying) etc.


    DL: //goo.gl/Cy8SpV

  • Need some help on layout! (CS:GO)

    • Deh0lise
    • February 15, 2015 at 1:03 PM

    It's too simple in my opinion, both bombsites play almost the same way and are very basic (flat+boxes or just one upper part). The straight horizontal path for Ts is a nono for optimization purposes and gameplay (cts rushing can get many in a row). Middle is fine, I kinda like it.


    I'm not saying you can't go with that style of gameplay, nor that it wouldn't work, just that it would be basic, generic, not unique. I'd try to think about a different gameplay mechanisms to make it special.

  • [CSGO] WIP de_street

    • Deh0lise
    • February 15, 2015 at 12:57 PM

    There are some parts I really like, and middle looks like might be fun to play. What I'm not really sure about is CT spawn placement, CTs going B might get bored of running around, placing spawn in middle usually works better because of that. I'd need to test it to be sure as it is quite hard to judge that solely with the screenshots.

  • [CS:GO] Rails

    • Deh0lise
    • January 24, 2015 at 11:28 PM
    Quote from shm0


    Thanks for the time and analysis shm0!


    - In the different 5on5 matches I've played bombsite A was the preferred option, it is more interesting and fun than B. As T playing two lanes, using smokes or boost sneaking made rounds funny and diverse. It's not the common basic plain bombsite (v.g dust like). Cover positions for CT are strong but more limited in number once you know how the site works, and it is also easier to play picking, i.e "frag someone and we'll see what we do".


    - Bombsite B is a kind of a tribute to de_train and shares some ideas. While planting in bombsite A usually takes more time, in my experience, it is easier to smoke and plant in bombsite B. In case of rushing CTs stand either on the right, catwalk or lit tunnel (anyway, in case of waiting they won't usually stand farther because of rotation times), you can check all spots one at a time with the razed wall or smoking from safe zones (ramp, T alley), and the height of the trains make it easy to plant while CTs have to uncover themselves.


    This how it works: anyone walking on catwalk is exposed and practically uncovered (also the one sniping in skylight room may be killed from behind the vertical vent inside main T or outside); tunnels act as a deterrent because they're tight and long (specially for awps), and Ts natural flow goes to round train+dark tunnel so it may not be an option for rotations. As a T once you're on B spot the advantage turns around as the whole CT spots advantage (but the close one in vent) lies in the distance and good angles that get lost with closer distance and train's height, the tunnels length and not seeing those below catwalk. Retaking from catwalk doesn't work (too many angles/exposition), so CTs tend to retake from tunnels or the secondary route either from skylight room (breakable wood) or middle.


    I'd like to test it more in a 5on5 to do more changes in B, but I agree on the breakable route being a bad angle. One solution I've thought about is moving the clothes from where they are to just above the door, you'll be able to see the shadow of anyone above it and the angle would be better. I completely agree about it having to be rewarding, but I'm not sure about cutting it or making it go to middle, as now works wonders for rotations. I'll have to check if doing this change is enough and lets Ts apply more pressure to B without being assassinated unfairly.


    In respect to reducing bombsite B... I've tried blocking dark tunnel, but it didn't feel right... in case of closing that again I should probably have to adjust the other tunnel (make it wider) and maybe play with a derailed train in dark tunnel lane to reduce a bit the size of the actual bombspot.


    Now I'm working in something else in my spare time, but I'll look into and if it is possible test it in a 5on5 as it is a big mess with a lot of people and bots are useless for this matter.


    Glad you liked some stuff and thanks for the feedback!

  • So I have some spare games...

    • Deh0lise
    • January 10, 2015 at 3:46 PM

    I've got a Deponia key from a humble bundle, if anyone wants it PM.

  • [Help?] Hammer stalling when selecting objects

    • Deh0lise
    • January 5, 2015 at 10:17 AM

    That's weird. Does it happen since the last time sdk was updated, since you moved to windows 8 or since you installed the R9?


    Maybe you can't fix it but use a workaround like installing w7 aside w8. I've got different OS installed for software compatibility issues.


    I'm out of ideas right now, sorry :

  • [UE4]Scifi Reactor Room

    • Deh0lise
    • January 4, 2015 at 11:21 PM
    Quote from RaVaGe

    Oh my. I hope it's your screen that's too dark and not mine that's too bright


    edit: can you check the pictures out in full resolution and fullscreen (F11) and tell me if it's still too dark for you? The preview thumbnails really look quite dark in the browser due to the white background contrast even on my screen.


    Yep it's more visible, but I still find it really dark


    It is dark indeed, but those types of scenes with yellow/blue lights benefit of huge contrast. Dunno which game is it for, but it may not matter depending on how the player is lit and its defuse. Looks great anyway.

  • [CS:GO] cs_shichang

    • Deh0lise
    • December 31, 2014 at 1:19 AM

    I like spaces and the theme, looks promising.


    Go for that noise with the shops, maybe you could sort the difficulty spotting the players by keeping them with different colours than the models or reducing the contrast a bit like Valve did in train, in any case that theme does need that for sure!

  • Wall Worm 2.4 BETA

    • Deh0lise
    • December 31, 2014 at 1:02 AM
    Quote from shawnolson

    You are welcome.


    Yeah, hopefully people start working with them. I haven't documented much of the new features, but there will be a video coming soon on them. Included will be setting up a model to use different bodygroups, flexfiles, various bone controls and re-using animations from compiled MDLs. I've even added support for making/placing eyes in the WWMT struct. But it's still a beta and need to test some more.


    I really hope that level designers start learning how to use Max/WW instead of Hammer, too. Getting the VMF exporter to export scenes faster and using displacements is much better in this beta, as well as even faster in the Pro version coming soon. We are also toying with finding a way to integrate ShaderFX into the WW > Source pipeline for materials. That should be fun Also, at some point, I'm expecting to build a node-editor for entities (like UE4's blueprints). If/when that's around is yet to be determined.


    I completely agree with you, adding max to our usual workflow does really help. I've already used the vmf importer tool in order to resize some models and bake some shadows from other objects into the model's diffuse. Knowing the tool does help a lot, I wouldn't have thought of doing that if I didn't know that tool even existed. Despite that, I still need more practice with both max and wwm, but it seems like a good combo to speed the workflow and improve the final product.


    Well... I guess now I have no excuse for not going deeper into 3DsMax, I'll have to learn about animation and dress up some new models for my next map! those videos do really help, they've got me out of an obfuscating mistake already, so I'm really looking forward to watch that new video

  • MapCore CS:GO Playtesting 4.0

    • Deh0lise
    • December 30, 2014 at 1:55 PM

    I ended up making important modifications on de_rails, can I have the slot for the 1st of January? I'd like to test a 5on5, but I'll need collisions (boosts are crucial) and at least one spectator slot (+me as spectator as I can't barely play due to connection+server). Is that possible?

  • Wall Worm 2.4 BETA

    • Deh0lise
    • December 30, 2014 at 1:52 PM

    Nice! maybe now we will see some custom player models in new maps ^^


    Thanks Shawn

  • Am I the only one who runs into bugs that make maps unplayable? (RIPhammer)

    • Deh0lise
    • December 28, 2014 at 3:24 PM

    Not sure if it could help, but there is a CSGO (not insurgency) bug that crashes the game when changing level, it is related to memory and can be solved by editing the video.txt.


    Regarding the nav issue you may try to make the nav file read only. Never encountered such an error before.


    Another stupid way to fix impossible to solve issues is to select everything and copy it into a new file. Despite it seems illogical sometimes it works.


    P.S Yes, we all have suffered bugs that makes us spend many days doing nothing but trying to find an explanation and solution. I'm told UE4 workflow is much better.

  • Is it worth it for a level designer to learn how to make concept art?

    • Deh0lise
    • December 27, 2014 at 9:25 PM

    More than concept art I'd go for mattepainting. Having the basic blockout set, taking a screen and pasting in some nice photos can really help. I think it is in that moment when 2d art skills can prove useful if you are working for yourself, as setting the mood and adding details is very time consuming (modelling all the props, creating fog, sprites, godrays etc). Obviously it would prove more useful in a team.


    If you're aiming for mattepainting you would only need a good understanding of photoshop, so it is easier and faster than learning traditional drawing skills. I digged into it (not much), and there are plenty of tutorials despite after watching a few I concluded it is more about practice than learning/watching.

  • SPAM! Again!

    • Deh0lise
    • December 27, 2014 at 1:36 PM
    Quote from D3ads

    I got that PM too

    Now I feel discriminated. No spam for me


    The chat isn't working either

    [Blocked Image: http://puu.sh/dLfD1.png]

  • [CS:GO]de_zoo

    • Deh0lise
    • December 26, 2014 at 9:29 PM
    Quote from Squad

    This is a lighting error that has been bugging me for a while now. I've tried all different prop_static parameters now, but I can't seem to fix it. This rock model looks fine on one side, but the lighting is off on the other side.

    Anyone has any idea what is causing this and how to fix it?


    Is it inside skybox brushes? might be that, maybe trying to put it in the 3dsky instead (recompile in scale 1/16)?

  • Punch Club (ex. VHS Story)

    • Deh0lise
    • December 24, 2014 at 1:10 PM

    I've seen many of your posts don't have answer, but it's not that we're not into it at all. Looks awesome, keep it up!

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