de_kobbl

A Map for Counter-Strike 1.6

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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
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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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  • rockz27 avatar
    rockz27 Joined 3y ago
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    9mo
    are you aware of the echoing effect ? It completely ruins the game sound after this map is loaded.. After i disconnect from server, even the game options (Resume game, Options, New game, etc.,) continue to have this echo effect.. I have to completely restart the game to play a different map to avoid echo effect..

    is it only me or anybody else seem to have noticed this problem ?
    Bananite
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    Tatu Eugen username pic Joined 10y ago
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    1y
    Nice work, you need to fix all problems/bugs before a release... 
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    Mantra
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  • tada-s avatar
    tada-s Joined 8y ago
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    1yEdited 1y
    Awesome work! I could appreciate a bunch of place staring every single brush and surface of the map, before playing a round. It's highly polished and beautiful :)

    Exploring the map was fun. And I always discover different things when I reexplore the map.

    And this fix is beautiful! The path and the small sink is a great idea.

    I notice that the physics bugs are minimized using clip and applying illusionary. Nice work! Still remain this ladder, it's little hard to climb down on this direction.


    Did you forgot the existence of this room?
    I accidentally found this door and it's thick.


    I'm not an architect, but I think this roof is not natural or it looks weird. When it rains, the water flows in direction to the wall (Actually, my roof has this problem and when it rains, the water flow through the wall and comes out of the electric socket D: )

    It should look like this (or something else):


    I like that carpet :) I can FEEL that carpet xD


    Ooooh, sweet >:D


    This place calms down and feel very confortable (- . - )


    Generally, the light work is very well done for night environment and interesing, the texture are nicely combined and the remaining issues are negligible.

    My poor knowledge about layout it's saying it's similar to de_cbble, but with different taste.

    Once again, it was very entertaining exploring your map and inspires me to make another map.

    Best regards :)

    9.4

    tada-s
  • [FagOut] avatar
    [FagOut] Joined 1y ago
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    1y
    Man good map !!!! i have question how do you got paid for that ???
    *Errors maker*
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    theNurky Joined 2y ago
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    1y
    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

    10

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  • Xx MAHA xX avatar
    Xx MAHA xX Joined 3y ago
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    1yEdited 1y
    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...
    Maha.troy98@gmail.com
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    1y
    That's is such a great work and good visuals!

    Sorry i missed it when it was released :\

    10

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    Mantra
    Still Alive..
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    1yEdited 1y

    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.

    9

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    Need a mapper? PM me!
  • papaschlange avatar
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    1y
    I'je just played the map with 6x6 bots. At least one terrorist got constantly killed at spawn.

    9

    Stop water fluoridation
  • /\*Your_MomXtrem*/\ avatar
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    1y
    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!

    9.5

    • Interesting x 1
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    Mantra
    i hav no sense of humor

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Version
1.022

Attributes

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

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Stats

  • 1,379 Downloads
  • 4,935 Views
  • 73 Posts
  • 1y Submitted
  • 1y Modified
  • 1y Updated

Featurings

  • Today's Pick Jun 26 2017

Scores

88 bScore
9.4 Rating
9.5 Critic

22 voters

3 critics

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