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de_infusion (working title) Feedback please :)


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Hi there! this is my post and first CSGO map I have made. I was unsure if I should post this at such an early stage but i thought the sooner i put it on the sooner i get feedback :D


one thing I am going to change for sure is the amount of harsh 90 degree corners and straight edges in the map and also add clutter and equipment to the warehouse B site.


I have not yet made the outer edges of the map which will give it a sense of scale ect but am wanting to have it in a mountainous/hilly region with grass and trees on it I am skeptical of using a lot of trees due to the performance hazards they usually come with. Has anybody had any experience in doing this ? 


thanks in advance guys


also if you want to have a run round 


























Edited by Cruckz
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Hey! You should put this map to playtest, if it's not already waiting. Big question is, if you want CT's to get to mid or not. Atm it seems that T's can easily take control of mid and split ct's appart. Also T's have only one good choice to go A and they cannot easily change direction, so maybe you should me another route for T's to A for example from mid. Many things are hard to say without playtesting, so hoping to see this there :)

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Thanks Vinneri! I am in two minds about having mid CT or T sided but a bit of tweaking is still needed there, was going to do them after the next playtest :) Is there a playtest thread here on Mapcore, sorry I am super new here ! 

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Here you go It's little sad that people don't give much feedback. I hope others would help you too. But of cource playtest us best way to really see what's wrong :)

Thanks man! I have just bought my own server and luckily have quite a few people that are more than happy to test the map as I go. However I will put it in for playtest once i am a little happier with it. 

So did a bit more work on it mainly graphics things and learning how hammer works. (fog , sky, lights, terrain ect)      

I am still pondering whether or not to add the extra path from A or not . I feel that a one way drop into mid may work otherwise the timings for the choke points would be off.  

















as always crit welcome :)

Edited by Cruckz
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So did some more playtests this weekend and it would seem that my map was very T sided due to the choke points being very open, the other problem I have and have not been able to fix nor do I know if its a real problem or just a way the map will play...is the rotate for the ct team is very fast from mid so there is usually 3 ct's on any site the T's are attacking. 


so to slow the enemy down at the A site I added some stairs and a door to funnel the player with a window in back to allow for smokes and flashes. (WIP textures ) 







another issue I have been facing is the lighting on the bsp being a little broken. along with the static meshes being very dark for no reason i can see :S 

I am semi new to the source engine so I might be missing something very obvious







and would I be ok in making all of my floor out of terrain? It seems as if that is how dust 2's whole floor is done.



Edited by Cruckz
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  • 2 weeks later...

Hey guys! First of all i realised how image heavy these posts have been so far so I compiled the new ones into one image. some big changes to the flow of the map after testing had lots of problems, still in the process of working it all out but I really want a strong competitive map, so it is worth the struggle getting it right! I did have a 3d Skybox but moved the level to cut down on portals and still need to line it all up again. Obviously this is heavy WIP :)




Please comment and let me know what you're thinking :)

Edited by Cruckz
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  • 1 year later...

Hey people long time since I have posted, went on a large travelling trip and came back with new Ideas for my map. On my journey I went to Japan and absolutely loved it ! so now I'm back over the past week I have changed the map to be Japanese themed rather than just another warehouse theme that I had going before. Please tell me what you think of the new look :)

If anyone wants to have a run around and tell me their thoughts here is the workshop link------> http://steamcommunity.com/sharedfiles/filedetails/?id=219637282


some of the images enlarged click to reveal.




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Could you add playerclips onto the parts of the wall which stick out? I keep getting snagged on the brushwork on the walls.

Also you could name it de_Hachiman; after the shinto god of war.

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  • 3 weeks later...

So a little more progress on the map with the addition of a few small WIP models going in. and trying to detail a few areas up. had a few playtests on it and did a lot of small alterations to the mid and A site.

one problem I have had is with shadows and static meshes here is an example...


I have just disabled shadows on the whole object but is there any other ways to deal with this issue ? 



 Above are the areas I have started to detail however I am starting to think having a partner on this might be a good idea as it is a lot of work doing all the modelling and in engine work,if anyone is interested let me know. 

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Looks very nice, I love the unique style.


Anyway, some ideas on why the models are looking weird:

- Did you put "VertexlitGeneric" instead of "LightmappedGeneric" in your model's .vmt file?

- Try setting the model's shading to flat instead of smooth before exporting to .smd if you haven't already, it coud help

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  • 2 weeks later...

Cheers Pivac :)  One of my large lighting issues was having two env lights, and I've just given up on lighting issues for now I'll fix em at the end. 

Been doing a little bit of modelling for the map over the last few days and a couple of layout changes due to it being a little too ct sided. 

Gate properly textured 


changed T spawn to look a little nicer not sure if the platform for the t's is still a little small 


new door model to go with gate 


B garden a bit more streamlined 


I am still looking for somebody to team up with on this map. If you have skills and are free give me a shout :)  

Edited by Cruckz
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