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De_forlorn WIP

  • will2k
  • April 20, 2014 at 4:51 PM
  • jackophant
    • May 17, 2016 at 4:50 PM
    • #101
    Quote from will2k

    12 minutes ago, will2k said: [Blocked Image: http://i.imgur.com/1jBKabL.jpg]

    I like! However may I suggest the above screenshot would look better with cooler lighting? Especially to compliment the blue paint detail and contrast with the warm outside light.

  • will2k
    • May 17, 2016 at 8:29 PM
    • #102
    Quote from jackophant

    3 hours ago, jackophant said: I like! However may I suggest the above screenshot would look better with cooler lighting? Especially to compliment the blue paint detail and contrast with the warm outside light.

    Hey Jack :) long time no see; hope all is good on your side

    The whole map (indoor sections) has alternating cold blueish color with warm orangeish one...except for this tunnel :P. I guess this will change now.

    And btw, the headcrab Easter egg (both visual and sound) is now implemented ;)

    Thanks again buddy

  • RealaxFourX
    • May 19, 2016 at 12:50 AM
    • #103

    Hey.

    Would it be possible to have a better look at de_forlorn? I can't find this level in workshop. When are you planning to upload it?

  • Plat
    • May 19, 2016 at 4:20 AM
    • #104

    I adore the look of this map! It looks awesome, doesn't look overly distracting, and nails the industrial theme really well. I can imagine this being very enjoyable to play. Can't wait for the full release if this is only beta 1!

  • will2k
    • May 19, 2016 at 4:16 PM
    • #105
    Quote from RealaxFourX

    15 hours ago, RealaxFourX said: Hey.

    Would it be possible to have a better look at de_forlorn? I can't find this level in workshop. When are you planning to upload it?

    Thanks for your interest; the map is not publicly released yet. I don't have a fixed date for the release but it shouldn't be far off.

    Quote from Plat

    11 hours ago, Plat said: I adore the look of this map! It looks awesome, doesn't look overly distracting, and nails the industrial theme really well. I can imagine this being very enjoyable to play. Can't wait for the full release if this is only beta 1!

    Thanks [Blocked Image: https://migrationtest.mapcore.org/uploads/emoticons/default_mapcore_smilies/emot_smile.gif]

  • sevin
    • May 20, 2016 at 1:39 PM
    • #106

    Have you started soundscapes yet? I feel like this facility will have some interesting acoustics.

  • will2k
    • May 27, 2016 at 4:52 PM
    • #107

    "Welcome to the H.E.V. mark IV protective system, for use in hazardous enviro... oh wait, wrong game

    [Blocked Image: http://i.imgur.com/c30pkqu.jpg]

    Friday bonus pic

    [Blocked Image: http://i.imgur.com/ZuctNtW.jpg]

  • Shibou
    • May 27, 2016 at 5:02 PM
    • #108
    Quote from will2k

    9 minutes ago, will2k said: "Welcome to the H.E.V. mark IV protective system, for use in hazardous enviro... oh wait, wrong game

    [Blocked Image: http://i.imgur.com/c30pkqu.jpg]

    Friday bonus pic

    [Blocked Image: http://i.imgur.com/ZuctNtW.jpg]

    I want to play that map so much. When will you finally release it? :D

  • will2k
    • May 27, 2016 at 5:10 PM
    • #109
    Quote from Shibou

    6 minutes ago, Shibou said: I want to play that map so much. When will you finally release it? :D

    Soon ish TM :D

  • baem123
    • May 27, 2016 at 6:35 PM
    • #110
    Quote from will2k

    1 hour ago, will2k said: [Blocked Image: http://i.imgur.com/ZuctNtW.jpg]

    walls and roof are excellent. maybe you could make the hallway even more perfect if you would start experimenting with the floor. i think it doesnt fit 100%.

  • blackdog
    • May 28, 2016 at 1:25 AM
    • #111

    I would agree about the floor, in the sense that my first thought was that you have a trim on the ceiling but the floor looks like a slab… when it's usually the other way around (players look at the bottom part of the screen thing etc).

    But looking closer I would say that the wall feels overdone. I feel those "columns" are unnecessary and stand out too much, they would make sense in a fully metal corridor, but not on concrete. Also the slanted joint with both ceiling and floor feels weird to me…I would do one or the other.

    Also the light on the left in the second shot, it's just copy-pasted from the one on the right… you at least expect in a corridor to have lights positioned all the same, and I would say that they should be positioned perpendicularly to the corridor.

  • will2k
    • June 24, 2016 at 4:56 PM
    • #112

    I haven't worked on the map for over a month...

    but, I resumed work today...at full speed

    Couple of fresh screenshots showcasing Mid, and Mid-A upper catwalk connector

    [Blocked Image: http://i.imgur.com/6h5kO0u.jpg]

    [Blocked Image: http://i.imgur.com/K1ZOMfb.jpg]

  • 1234567890throwaway
    • June 25, 2016 at 11:17 PM
    • #113

    Lookin pretty fresh

  • sevin
    • June 26, 2016 at 4:12 AM
    • #114

    That cable system in the 2nd shot looks neat. Is that a stock asset?

  • Shibou
    • June 26, 2016 at 8:41 AM
    • #115
    Quote from sevin

    4 hours ago, sevin said: That cable system in the 2nd shot looks neat. Is that a stock asset?

    The one on the ceilling belongs to nuke, I am sure about the other one.

  • will2k
    • June 26, 2016 at 9:14 AM
    • #116
    Quote from Goatacus

    9 hours ago, Goatacus said: Lookin pretty fresh

    Thanks :)

    Quote from sevin

    4 hours ago, sevin said: That cable system in the 2nd shot looks neat. Is that a stock asset?

    All the electrical wiring is stock props from the new Nuke. Mind you, they are modular props so be prepared for a tedious and time consuming work combining them together for the shape you like. But the end result will leave a grin on your face :)

    Quote from Shibou

    27 minutes ago, Shibou said: The one on the ceilling belongs to nuke, I am sure about the other one.

    They are both from new Nuke :).

    As I said above to sevin, these are modular props so you'll find a single straight cable of 4 units, 8, 16, 32, 64, 128, etc, double cables, corner cables, joints...all of different lengths. You just have to combine them in the shape you like taking into consideration the surrounding geometry.

  • Motanum
    • June 27, 2016 at 6:56 PM
    • #117

    Neat as duck!

  • will2k
    • June 28, 2016 at 12:07 PM
    • #118
    Quote from Motanum

    17 hours ago, Motanum said: Neat as duck!

    Thanks :D

  • blackdog
    • June 28, 2016 at 1:25 PM
    • #119

    Liking this as usual. I'm sure it's something noticeable only in a screenshot, but in the second the metal supports are a bit weird as they join this very matte and flat bottom part of the wall. In particular the corner one is made of two supports, where in reality I'm pretty sure they would put a single support right in the corner. That little tip of yellow that pops ups is weird. Also using one brush would help reduce brush count which in specific is probably nothing but if similar things repeat all over the map... anyway it's just super nitpicking

  • will2k
    • June 29, 2016 at 8:42 PM
    • #120
    Quote from blackdog

    On 6/28/2016 at 3:25 PM, blackdog said: Liking this as usual. I'm sure it's something noticeable only in a screenshot, but in the second the metal supports are a bit weird as they join this very matte and flat bottom part of the wall. In particular the corner one is made of two supports, where in reality I'm pretty sure they would put a single support right in the corner. That little tip of yellow that pops ups is weird. Also using one brush would help reduce brush count which in specific is probably nothing but if similar things repeat all over the map... anyway it's just super nitpicking

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