Counter-Strike 1.6 Icon CS1.6 Map

de_kobbl

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Updates

v1.0.2.2; Final
  • Made low-res textures for the GSU version
  • Improved the bricks at the hole-in-the-wall part. Now they shouldn't subdivide that much...
  • Decreased the download size by 192KB = 0.1875MB
  • Slightly improved the performance and optimised the map a little bit
  • Made the stairs repeat well, and shifted the texture to look different for every stair
  • Fixed some collision stuff there and there. There should be less "bumps" at the tops of stairs and slopes etc.
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Admer456
11d
v1.0.2.1 + Hotfix 1; Final
  • Altered the rotation of another trash can top texture to match the lights
  • Updated the overviews
  • Added 2 brushes to fill a very small space which I accidentally left unfilled at the bridge-house (they hadn't caused any leaks before, by the way)
  • Small optimisations (not VIS, just some wpoly optimisations)
  • Increased download filesize by 191KB = 0.187MB
  • Hotfix: Moved the T spawnpoints so you don't get telefragged when you spawn :P
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The map we've all been waiting for. xD

de_kobbl by
Version 1.0.2.2  (15th to 16th of July 2017 because it's almost midnight here)

Welcome to Kobbletown, yet another war zone caused by terrorists attacking the local population. Counter-terrorists initiated a counter-strike on this part of the town where they found a weapon supply meant for the terrorists.
The terrorists have no other option than to destroy the weapons.


Finally, after January, and May and June of development, I'm happy to release this map.
Its layout is based on de_cbble and de_forge, while the aesthetics are from de_storm. :)

Known bugs:
  • Possibly a VIS error on one or two spots. But the spots are hardly accessible anyway. xd
  • The T spawn bug might still occur, so make sure to tell me about it. :)If you downloaded the map before the 9th of July 2017, then I suggest you download it again.

There are 4 versions at the moment:
  • de_kobbl
  • de_kobbl_gsu
  • de_kobbl_day
  • de_kobbl_gsu_day

In the future, I'll release:
fun_kobbl and fun_kobbl_day.

The GSU version is basically a slightly low-poly version of the map (I get 6 more fps in it, yay, from 10 to 16fps. :D) and it has less breakable stuff.
Also, GSU, if you're wondering, GSU is a clan: Gamers Stand United. They requested me to make the map (so I made 4, lol). :)

Enjoy the maps!
P.S. The layout, even though a bit unusual, works relatively well.

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Posts

  • 1
  • 2
  • 8d
    0nurky avatar
    0nurky I am offline
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    How this map didn't get gold star?
    Honestly, it seems balanced enough to me :)

    Good job Admer

    -I'm sorry for being late xD
    • Thanks x 1
  • 10dEdited 10d
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    Finally u realesed the map.
    I found it late XD
    It is really awesome.
    U love cars, even more than Juddy, don't u? Why didn't u add one? U could have made one in a closed space like garage...
    Salaam Mumbai
  • 11d
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    That's is such a great work and good visuals!

    Sorry i missed it when it was released :\
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    Mantra
    Moderator of HL1/CS:CZ
  • 12dEdited 12d
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    Map Review by Glockster

    Hey there dude! I hope you don't mind me critiquing your map.
    I saw it and liked your style, so I decided to give it a run in Counter-Strike.

    Unfortunately I couldn't play this map for very long with Bots, because my laptop cannot handle the wpoly counts, and the game was lagging. This is the biggest flaw in de_kobbl.

    I'm not sure if you know this, but the Gold Source engine cannot cope with detailed brushwork very well at all -- and it's not just due to my shitty laptop that I say this! Sure, a powerful, modern gaming desktop might run this map fine... but it can run CSGO at its full graphics settings as well. And this map is a 1.6 map!!!

    So what can you do to give more players a smooth experience, is reduce your wpoly counts. Wpoly is short for "world polygons". You can view how many are being drawn in-game, by opening the developer console (~), typing developer 1, hitting enter, typing r_speeds 1, and then hitting enter again.

    You'll notice that your map has an average wpoly count of 3000 -- give or take 500. There is one area where the counts reach 6000, which is a staggering amount for the Gold Source engine. A general rule of thumb, which is backed up by simply what I've learned over my years of mapping, is to keep your average wpoly counts below 1000. In certain areas, 1000-1500 may be acceptable, but really 1500 is the upper limit. Now, you might be thinking: "Bloody 'ell, 1500? That's a minuscule amount!" Well that's the Gold Source engine for you...

    Your map is too late in development for there to be any way to keep wpolys below 1500, but I'd like to share some tips on how you can optimise your wpoly counts, and hopefully you can make it better at least!

    I will start with some general tips, and then move onto some instances that could be fixed in your map.

    General Tips

    1. Start simple. First build the basic shape of your map using only two textures. One for the vertical brushes and walls, and one for the horizontal brushes and floors. Then start adding textures in, and then finally add details, if your wpoly counts are not too high!!!

    2. Avoid large, open spaces. I know, it sucks. But this is Gold Source man. You've got to divide your map up into areas, and close them off from each other with doorways and corridors. Sure, you can have outdoor environments, and some large spaces, but you've got to also control the wpoly counts. It can be rewarding when your map feels open, but it also has been carefully constructed to avoid spikes in wpoly.

    3. Replace complex and small brush props with models instead. Models might not capture a map's lighting amazingly, but there are tricks to make them look better. You can form a mesh of "null" brushes to create shadows, and add faint light entities to brighten up the models.

    4. Avoid unnecessary details in brushwork. If you want your brush work to look more interesting, I'd suggest overlaying transparency textures, or models onto them.

    5. Remember that wpolys are meant to shape your map! You can use them for simple props, but leave models for the more complex props. Or otherwise, only use simple props.

    Now, onto some specific examples in your map:

    Specifics

    I will be referring to the following link of images:

    http://files.gamebanana.com/bitpit/kobprobwpoly.jp...

    1. Little nit pick. Those stairs' texture looks to obviously repeated. It would look nicer if you adjusted some the textures randomly.

    2. Those bricks eat up A LOT of wpoly counts. They look brilliant, but they're too detailed. Consider making each brick just a simple block shape. Also, they are subdivided, because they protrude out of wall, further increasing poly counts. Don't bother protruding them, I'd say, as it is an almost unnoticeable detail.

    3. Those oil drums have too many subdivides. I'd say 8 subdivides of roundness is good. 12 if you must, but it seems that you're using 16 or more.

    4. Another image, showing you the subdivides of the bricks (zoom in to see the white lines).

    5. Turn those tables and chairs into models! Or make them simpler. Another source of extreme wpolys.

    6. Great decor, with those slanted wooden beams, but too detailed again. Consider using a transparency texture instead ( a texture with "{" at the front ).

    7. Turn those into models! My wpoly radar got triggered so hard when I saw those. I was like "Get them out!!!! Get. Them. Ouuuuut!!!"

    8. Those windows could be a single brush, with a texture to show the window frame.

    And finally a general note: Your map is full of lovely details like crumbling walls, damaged wooden floors, etc, but they are honestly unnecessary. You can have them in closed-off spaces, but in the open areas, they ruin frame rate.

    Furthermore...

    And here's one little tip about all your slopes. Refer to the following image:

    http://files.gamebanana.com/bitpit/kobprobbevel.jp...

    Use this texture when you want a smooth transition for the players when they go across two different brushes. When two adjacent brushes are at an angle that is more than 0 and less than 90, a strange "bump" occurs, and the player's cross-hairs get knocked up.
    Use the bevel texture between any brushes that are not at 90 degrees to one another. It's a small detail, but it will improve play-ability all the same.

    So, to conclude, I would like to say what a splendid map this is! The details are charming, as is the re-invention of the classic map "de_cbble". It actually seems to be a different map! Yet it is still similar in layout. My suggestion to you now is to try working-down the map. Get some models in there, and try to optimise your level. And get rid of the wide-open spaces!

    I think you should try mapping for Source! You'd get away with all this detail. Right now your map has the details of a source map, but the textures of a Gold Source map... So you gotta make a choice. Do I want to map for Source and go wild with details, or map for Gold Source and keep everything simple, but still aesthetically pleasing.

    I myself, actually have a problem with details. I hate them! Which is probably why I've never made too many maps with Source... I prefer to use colour and texture as my means for player immersion.

    But anyway! Good luck my friend!

    Regards,
    Glockster.
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  • 17d
    I'je just played the map with 6x6 bots. At least one terrorist got constantly killed at spawn.
    Tin Foil Hit Man
  • 18d
    /\*Your_MomXtrem*/\ avatar
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    Well, my words are useless in this, look pretty good and natural, some things need to be fixed, but, Dear God, this map looks exellent! 

    The gameplay is pretty good and the detail is very great.

    And how they say in my country! Felicitaciones!
    • Interesting x 1
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    Mantra
    i hav no sense of humor
  • 18dEdited 18d
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    hellmonja
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    CS:GO Ports
    • Increased the download's size by 736KB = 0.71MB
    hellmonja avatarCS:GO Ports Flag
    The critic who made me update the map, lol

    Oh no pressure. No pressure at all... O_O;;;
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  • 25d
    Hey guys, does the map still echo every sound?
    Tin Foil Hit Man
  • 25d
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    hellmonja
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    As promised, part 2 of my critique. Gonna try and make this short since most important stuff has already been said.

    Con:

    I have only one con for this map. I'm not too fond of the texture choice. I'm more into washed-out colors like in CZ. The high contrast in colors also makes targets hard to pick out from a distance as I've mentioned before. Still, this is just personal opinion. Perhaps one day we would see a de_kobble_cz.

    Pros:


    • The single biggest pro this has is the whole unusual layout. Like I said, it's been a while since I've been excited over a new map. And I try out maps regularly (already down to page 570 in the CS 1.6 map section).
    • The Mid is great for large team vs team gunfight, though long range weapons would win here. The house in the middle is a concept I loved right off the bat. It serves as a separator, CQB area, and vantage point. Rarely do I see a set piece that does all three.
    • The uneven terrain is also very nice, gives the impression this is in a castle up in the mountains somewhere and opens up for some interesting gunplay. This is why I'm so bothered by the level terrain on the T side which breaks that immersion.
    • Most of the corridors are done pretty well. I like the curvy one at the break on the wall. And they're not overly complicated for you to get lost in and actually does a fine job of getting you to other areas of the map.
    • The pathways leading from CT spawn to mid is probably my favorite. Those sections and with the house in the middle is just genius. I hope you can bring that same feel on the T side.
    • Other than that there are little tidbits that I liked. Like the gunshop at T spawn. A bit cartoony but still pretty cool. I wish it contained more types of weapons though. The broken lamppost where you can get electrocuted is a nice little tidbit, that crate at T side where you can hide and surprise people and the easter eggs scattered all over.
    In conclusion, it's a diamond in the rough for me. There's a lot of room for polish but you can already see it has greatness in it...
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  • 26d
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    hellmonja avatar
    hellmonja
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    Alright, I've played quite a few sessions with this map and before anything else, here are some things that I think needs to be fixed. I'm using de_kobbl_gsu by the way, just so you know:


    1. There's an improperly placed spawn point in T base that kills the player instantly.


    2. Given that you did place the red mark somewhere in bombsite A, it was still confusing as heck the first time as to where to put the C4. I say put it at the center. It's more intuitive, it's close enough to the target and would make planting very tense as you're more exposed.


    3. The spark from the broken lamppost is often confused for a muzzle flash. Since fights often happen at long ranges and the high contrast colors makes it hard to see players, you sometimes rely on muzzle flashes to pick out targets.


    4. Some sections of the map are just dull. It seemed when doing the layout you favored the CT side in terms of aesthetics. Take for example both paths to the middle house. The CT path is nice and even has a fountain. The T path is just a straight flat one. I didn't even know you could go to the house from there until my second playthru.


    5. You've done quite a marvelous job contouring the land but again, T side suffer from flat, dull, and empty terrain.


    6. Some corridors are drab and uninspired. I'd probably suggest making it wider, maybe put some boxes or whatever, and reducing some of the kinks at the end of the corridor. Towards the long hall its too narrow and the bots keep getting in the way.


    7. You're probably simulating rebars protruding out of that broken wall. But this type of masonry does not use rebars.


    8. Another uninspired section.


    9. This trench looks good and actually fits the map. But gameplay wise I think it's useless. No one would want to give their opponents the advantage of elevation. It's also not like the one in de_dust where it leads you to a vantage point not easily accessed from other paths. Not sure what to suggest here really. I don't want it taken away but I do want to make it more useful. Perhaps a short underground path that would lead somewhere?

    10. Lastly, the bombsites. And I think the testers are gonna bash me on this but B is pretty close to T spawn and both A and B seem easily defended thru that break on the wall.

    Don't get the wrong idea. The fact that I was able to write a critique this long only shows how much I like this map. But more on that on the next post, maybe tomorrow. This one is already way too long...
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Gave me the basic idea of what to make
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The critic who made me update the map, lol

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Category

Details

Version
1.022

Attributes

Textures
Development State
Final
Size
Medium
Environment
Outdoor
Time of Day
Season
Fall
Climate
Windy
Zone
Town

Stats

Posts
64
Views
2,355
Downloads
836
Date Added
1mo
Date Modified
11d
Date Updated
11d

Featurings

  • Today's Pick Jun 26 2017

Rating

9.5/10 by 2 critics

DevNotes

I used J.A.C.K., GIMP, paint.NET and... yeah, that's it. xd

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