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Posts posted by El_Exodus
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This is the type of content I expect on reddit.
- Vaya, mtchromatic and Lizard
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When I played the map I had a few concerns
The long outside route towards A was veeery long. It was so long that it wasn't really viable to use apart from some unexpected flanks.
The clipping really made it hard to focus on fighting the opponents. It was often a PvE fight to get in certain places.
Then the timings for B were a tad too quick for CTs as well. You can push out and frag Ts which are still on the hill running up. Felt a bit cheeky
Generally, some areas felt a bit underdeveloped in terms of options. When I think of maps taking place on a carrier, I kinda expect a 50/50 mixture of long range and CQB. The CQB part was a bit missing imo. Even indoors I had that feeling. Your very unique setting for the theme allows to balance the range of battles quite nicely in theory. Outside: Long range, Indoor: CQB. Maybe you can play around with that a bit more
In terms of visuals: Considering the carrier stranded (years ago?), I wish there were a lot more wear to it. Rusty metal, sheets of rusty metal hanging around, scavanged electronics inside etc etc. There's a lot of crazy stuff you can do.
I certainly have to play more so I can give more precise feedback. This is just the overall feeling I've got from that one game.
The map's got a sick theme and I'd love to see it become the best it can be. You got this
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On 1/31/2020 at 8:41 PM, OrnateBaboon said:
Nice map! Easy to learn, with enough options to remain interesting. Great theme as well. I found some issues.
This is really nice, but maybe you could have some boats here or something to make it look like the Ts arrived by them.
This wall texture is really old. I think it is a HL2 floorboard texture. For those who recognise the asset - it was also used in CSS and DOD, it looks strange.
Shadow issue.
Tree on the right pops in and out of view.
Thanks for the feedback!
There are actually two dinghys in the water next to T spawn already
The wall textures are on the list to get an overhaul soon
The tree and other issues with popping in-n-out objects is fixed, thanks
On 2/1/2020 at 12:57 AM, Freaky_Banana said:I also really enjoyed walking around the map! Nailing the use of rocks and foliage all over. However found some weird things here or there:
opinion: To me the temple looks a little visually confusing. It has many different very dark colors and is not particularly well lit. For this reason to me it wasn't very appealing as a path and also quite hard to know where encounters with the enemy might be in terms of depth (lack of shadows because dark) (probably relevant for retakes). A simple light in the temple should fix this.
When running into this cratestack it bumps you up onto the lower of the two crates. Maybe just make nonsolid and use clip brushes?
The window is really hard to see. Hard to imagine a CT's head will stand out very well against that background. Might also be frustrating to players who don't know the level that well, because it is in a sort of unexpected spot.
Also thanks for the feedback!
We will continue to work on the lighting, that's for sure. We'll have a look at the gazebo lighting as well then
The cratestack in mid is now clipped
I improved the visibility to the window slightly, but there will need to be another visibility pass to ensure the best possible experience for players.Keep the feedback coming! We won't stop improving the map until it's the best it can be
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- Popular Post
- Popular Post
Welcome to Jingshen!
Jingshen is a fictional small village in the beautiful landscapes of Asia. It may seem like a quiet and peaceful place - but watch out! There is trouble on the way to bring mischief and destruction. It won't be quiet anymore very shortly.
Jingshen is a bomb defusal map which was designed to deliver a unique playstyle while being just familiar enough allowing new players to pick it up quickly.
Brought to you by @Freyja (Environment Art), @Lefty (3D Art) and @El_Exodus (Level Design)
Download the map here: https://steamcommunity.com/sharedfiles/filedetails/?id=1984637676
Overview:


More Screenshots here:
https://imgur.com/a/nOCp3ls -
Some of my impressions from playing the map a dozen or so times during the last week:
- Collision on many models is very poor. Rocks are the biggest offender here. And the crane. Tried shooting through it and although there being a huge gap, bullets were blocked. Frustrating
- Performance: Despite being on a high end system, I still get stuttery mouse movement when being around the center of the map. I've seen you used limited render distance of models a lot already, but that still doesn't do the job very well. (Sometimes objects disappear too early btw. Shot a guy who thought he's behind cover) I guess you need to look into combining props to reduce drawcalls.
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Freedom of movement feels quite limited at times. The little fences blend well with the background and block me all of the sudden when I'm focused on other things.
Some areas are not easy to get out of since there are limted options. When you play blacksite for example, all areas on the map are designed in a way, that you can jump from point A to B which gives you TONS of possibilities to change your position. Doesn't feel the way on your map. - Water is too deep in gameplay areas
- Dark rocks don't really fit the visuals. They need to be brighter to fit the environment more
- michal3210, Squad, Lefty and 4 others
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4 hours ago, monolith said:
It was actually a joke within the community at one point that soon the self-boost on Cache would become easier. Now it seems to be reality. It should be a little bit understandable why it would make those players deeply disappointed. So I'm posting on behalf of the community. People want challenge.
If any pro does the new self-boost in an event, it won't be as exciting anymore because it's so easy to do now.
Many still can't make the first jump. So calm your banana.
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Hey people,
as some of you might have seen we're expanding our Mapcore Hubs on Faceit to South America, Southeast Asia and Oeania.
That means we're going to need help from the community to get these running smoothly. If you're interested to help out as a moderator, please go ahead and fill out this form

https://docs.google.com/forms/d/e/1FAIpQLSfRZuv6am19pur1BeNPqrLkEIOm_Paf8-1tknCFKzRTnnavRw/viewform -
On 8/10/2019 at 12:18 PM, untor said:
Swamp autocombine of props
Hi Mapcore! Today, I want to show you, great stuff!
I finally figured out the issue of auto-combination of props_static.
I have a many props environment, tree, woods construction and others, and all built on a modular system.
And I initially wanted that, as a result, they were clustered. But without the final problems and mistake at release.
What's your process of that if I may ask?
I thought autocombine turned out unusable for us non-Valve plebs. Would be cool to see how it's done properly
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Man the lighting still hurts my eyes.
Try to get a natural lighting with light_environment going first. And only when that's natural, start adding your neon lights to the map. Right now I wouldn't want to load up the map ingame tbh.
Use your references properly and analyze why they look the way they look.
- Squad, Interfearance, cruptor and 3 others
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I'm aware it's not easy to pull off and I might be nitpicky here, but artificial gravity won't work like that. The rotational force should push you in radial direction instead of axial direction as seen in your map.
So if you'd rotate the rotation axis of the station 90° and put the playable area of the map in an area where the centrifugal force would actually push the players against the floor, the whole concept could at least be plausible. Additionally, a rotating skybox (planet/moon/stars) could fake the impression that the playable area would rotate around the central station axis.
Might be worth experimenting with that stuff while it's still a greybox.
- Interfearance, Byron, That50'sGuy and 2 others
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New contest, new update!
Took the chance to get the rework in a presentable state. Might be changing it further in the coming weeks depending on feedback. We'll see I guess.
The dos and donts of csgo level design - 2019-06-10_2.pdf
There is also a Steam version of the guide if you prefer that:
https://steamcommunity.com/sharedfiles/filedetails/?id=1110438811
- Blade x64, Freaky_Banana, Radu and 5 others
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5 hours ago, TearsOfPirates said:
I know this may be a bit picky, but it'd be nice to follow up directly to the newest unread post of a thread with a click of a button like this
instead of manually looking up which post is the newest.
click on the dot/star left of the thread title. it jumps to the first unread post.
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Just played it and have to agree. The routing and overall spacing of the layout seem off. The underground area is also not really fitting in my opinion. It takes too much space of the map and doesn't really fit the theme of the map. I think you'd be better off removing the underground area and go for a less vertical approach to the layout. The 'daylight' visuals are promising so having this huge underground area doesn't feel like a good idea.
Due to that and the size it feels like a maze from time to time. Especially rotating between the sites feels mad. Also the encounters between players are a thing to improve on. Revisit cover placement and chokepoints.
Oh and the stairs would look much better if the steps were less high
And the water texture doesn't seem to be packed right. It appears black.
tl;dr: less complex, more horizontal layout approach to get better visuals+gameplay.
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@FMPONE I don't think this mode needs to be tweaked towards competitive gameplay. It's a surprisingly fun casual game mode in it's current state. Since competitive CS evolves around defuse maps anyway, it's good to have more relaxed, casual modes in the game as well.
However, it'd be quite nice to see guaranteed amount of crates per hexagon on the map. The locations could still be random, but you would know that "there is somewhere a gun, boiii" and have to find it.
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-All the small windows to go through are quite annoying, rework these to proper routes instead
-Work on visibility/change T models. They blend really well with the walls
-Somer routes could use some more space, feels narrow at points
-Don't enjoy the ladder route towards B. Needs something else, less clunky
-I don't like the mid connector entrance towards B. Feels twist'n'turny and somehow.. awkward. Hard to describe it
A lot of people on the Hub seem to enjoy the map, so that's some cool news!
- Harry Poster and Vaya
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About the rule: Since it's so hard to tell if a greybox has been created a long time ago or only recently, another aspect has to be taken into account instead of the vmf's creation date. There is a clear indicator however to see how much progress has been achieved: Playtests. The rule could state that only maps are eligible to enter the contest, which have not been playtested yet - privately or publicly. If an entry turns out to be tested prior to the contest, you could introduce penalty points during the judging process.
In addition to the rule that having art on the map leads to disqualification of the entry, this could be an option to allow for a mostly even playing field.
Also about the judging process. Please, please do actual playtests. At least of the Top X maps. Analyzing a map carefully can only tell so much of the whole story.
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If you're talking about contests in general, it'd be cool to see something like a cs_ only contest to encourage brainstorming how to make the mode more enjoyable overall.
If it's about a contest of this scale, I think limiting the mappers' choice to a specific game mode is not the right way. It'd be more fitting to see something like that in smaller jam-like contests. These could focus mostly on pre art-pass LD then. -
Super long sightline spotted

- Tynnyri, Interfearance, JimWood and 1 other
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[CSGO] Engage
in Level Design
Posted
You must be trolling.
Please tell me you are..