1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
This Thread
  • Everywhere
  • This Thread
  • This Forum
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Discussions
  3. Level Design

What I'm Working On

  • FMPONE
  • June 5, 2014 at 12:49 PM
  • blackdog
    • December 12, 2017 at 3:43 PM
    • #441

    Oh now you have to write a backstory for that eye-scar :P

  • gav
    • December 13, 2017 at 4:47 AM
    • #442
    Quote from blackdog

    13 hours ago, blackdog said: Oh now you have to write a backstory for that eye-scar :P

    It was probably a surfing accident . Those fins are sharp.

  • FMPONE
    • February 10, 2018 at 11:39 PM
    • #443

    https://steamcommunity.com/sharedfiles/fi…/?id=1297709134

  • FMPONE
    • February 27, 2018 at 5:12 PM
    • #444

    Released a trailer with release date (3/3/2018)

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • will2k
    • February 27, 2018 at 5:50 PM
    • #445
    Quote from FMPONE

    39 minutes ago, FMPONE said: Released a trailer with release date (3/3/2018)

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

    That awesome metal riff at 1:02 (who's the band? sounds like Megadeth? or Killswitch Engage)

    Small typo at 2:03 (preformance) but that's nitpicking.

    Really nice trailer; best of luck for the release :)

  • NikiOo
    • February 27, 2018 at 6:48 PM
    • #446

    This is fucking badass! So excited. This has to be your strongest release so far.

  • ItzOmega
    • March 1, 2018 at 4:38 PM
    • #447

    It looks really good!

  • FMPONE
    • March 1, 2018 at 5:17 PM
    • #448

    As part of a 3 day ramp-up to releasing Subzero, today Wingman Killhouse was released.

    http://steamcommunity.com/sharedfiles/fi…/?id=1317130948

  • MadsenFK
    • March 1, 2018 at 6:20 PM
    • #449
    Quote from FMPONE

    On 5/6/2014 at 1:49 PM, FMPONE said: Next is DE_GRACE, an original map:

    [Blocked Image: https://i.imgur.com/pGC1ZID.jpg]

    [Blocked Image: https://i.imgur.com/WcOEdew.jpg]

    [Blocked Image: https://i.imgur.com/bcu6oBO.jpg]

    [Blocked Image: https://i.imgur.com/NtBQeGw.jpg]

    [Blocked Image: https://i.imgur.com/djd8pgY.jpg]

    Display More

    If you're gonna make more Wingman maps, then I would love to see something like this again since I thought it was a shame that you abandoned this project. Really eye-catching stuff I must say.

  • FMPONE
    • March 2, 2018 at 6:43 PM
    • #450
    Quote from MadsenFK

    On 3/1/2018 at 1:20 PM, MadsenFK said: If you're gonna make more Wingman maps, then I would love to see something like this again since I thought it was a shame that you abandoned this project. Really eye-catching stuff I must say.

    Yeah that map was kinda neat. The gameplay for that map would have been awful for 5v5, for 2v2 it might work well however.

    I would probably have to dig it up off of an old hard-drive, hopefully I still have the file.

  • Radix
    • March 3, 2018 at 1:06 AM
    • #451
    Quote from FMPONE

    On 3/1/2018 at 6:17 PM, FMPONE said: As part of a 3 day ramp-up to releasing Subzero, today Wingman Killhouse was released.

    https://steamcommunity.com/sharedfiles/fi…/?id=1317130948

    Pretty interesting map!

    I personally enjoy the Wingman mode and it's obviously a pretty popular mode in general.

    It's also a lot easier for community creators to create 2v2 maps (smaller, much easier to test...)

    So I'm wondering if Valve will add Wingman community maps to future "operations"...

  • FMPONE
    • March 3, 2018 at 12:12 PM
    • #452

    It's finally time! SUB-ZERO is released!

    http://steamcommunity.com/sharedfiles/fi…tscn=1520078825

  • will2k
    • March 3, 2018 at 12:23 PM
    • #453

    Congrats on the 3-day release spree :)

  • Serialmapper
    • March 3, 2018 at 1:58 PM
    • #454

    Wonderful work!

    there is a radar overview glitch in T spawn, as you can see the image doesn't cover all of it.

  • El Moroes
    • March 3, 2018 at 8:35 PM
    • #455

    It plays well and I like the idea but, and don't take it bad, you really should work on the lighting and on your textures.

    I don't meet the quality you had with your previous levels like Season for example. I take it like a good start that needs to be improved now to meet the quality we have in CS : GO. And @Tynnyri is right about the aurora borealis, you'll have to make a choice. EDIT : I know you learned a lot to make all your custom contents and I know how hard it is.

  • blackdog
    • March 3, 2018 at 9:33 PM
    • #456
    Quote from Radix

    20 hours ago, Radix said: It's also a lot easier for community creators to create 2v2 maps (smaller, much easier to test...)

    Well, if you have a server you can access... I was wondering if we would test on mapcore test server.

    I really hope valve will push the mode. 1v1 is still a competitive for Quake, I would be interested in seeing if this can work as well as proper pro competitive.

    Quote from El Moroes

    49 minutes ago, El Moroes said: It plays well and I like the idea but, and don't take it bad, you really should work on the lighting and on your textures.

    I don't meet the quality you had with your previous levels like Season for example.

    Quote from Tynnyri

    25 minutes ago, Tynnyri said: I really do not understand this statement. Were the textures really that bad? I ran the game on all high and it looked stronger than expected. Then again, I didn't run around only looking at the walls. Any screenshots or examples?

    Well creating all the assets for yourself for the first time is hard work... I think it's impressive what Shawn achieved here.

    I can see what El Moros is saying. I only walked around the map today and it feels a bit noisy. Reminds me of the late CS 1.6 maps. I hope I'll manage playing it to see if it actually hampers the gameplay.

    Still a great achievement.

    I don't understand why is not possible to plant just behind the truck in that little nook. Seems like an interesting plant position, compared to the doorstep.

  • Radix
    • March 4, 2018 at 3:50 PM
    • #457

    Well, all in all pretty impressive how much effort you have put into this project.

    I mean, even if this gets added to an Operation, the payment seams a bit too low for two years of working full time (?) on this. Maybe you should talk to Valve :D (You probably really should. lol)

    Gameplay seems to be good, even though I don't really like one-way (drop down) routes.


    But, as already said by some of the others, visually atm not your strongest submission.

    Biggest issue is probably the sky color. You chose a very warm, bright, nearly turquoise blue. It doesn't fit the setting imo and makes the snow look grey.

    I would like one of the following better:

    - a cold steel blue (no stars, few clouds, probably better no snowfall)

    - a nightsky (slightly green if you want to keep a (more subtle!) aurora borealis)

    - a grey cloudy sky (+snowfall)


    That lighting + aurora issue is probably the best example why it feels a little "wrong" atm:

    You have aurora borealis vs day time. Sun vs stars. A nearly clear sky with only a few little clouds (which move too fast imo) but you also have snowfall (which is falling in the opposite direction the clouds move (wind) btw).

    That's all too much imo. You can't have it all at once. Make a decision.

    You should not make things that don't make any sense just because you think it looks awesome. It's similar to the rainbow in de_santorini which also didn't make sense imo: clear sky, no rain, sun at high noon -> no rainbow!

    Furthermore some areas of the map are probably a little overdone already. Sometimes it's better to let a wall just be a wall.

    Maybe you just want too much in general while searching for the holy grail of CS level design...

    Don't get me wrong. Still an awesome map. But it's not finished yet. Hope this helps a little.

  • ElectroSheep
    • March 4, 2018 at 8:46 PM
    • #458

    On screeshots 6 and 7 there is too much flashy colors imo, looks like a christmass tree on drug.


    I like the one with the B warehouse.

  • NikiOo
    • March 4, 2018 at 9:38 PM
    • #459
    Quote from Tynnyri

    On 3/3/2018 at 7:33 PM, Tynnyri said: Hey! I made an imgur collection of weird bugs and visual problems. I hope these help.

    https://imgur.com/a/EH0tj

    On another note:

    I would really reconsider the northern lights, sun placement and the skybox, which for anyone living around the artic circle seem very unrealistic. Hit me up if you'd like more info on why the northern lights make no sense. (Or, you know, don't use pictures as examples of northern lights because eye and camera show them very differently; Cameras show more of the lights and in more bright colors, which is complete opposite on how they really look.)

    The sun is way too high up, too. Normally it would be impossible to spot northern lights right behind a sun (heck, even a half moon stops them) The map is clearly set in winter, (seen by the vegetation being on a wintery "preserve" state) which should make it impossible for the sun to raise this high even in the day, especially on artic circle.

    Added into that, it should be impossible to spot any stars (especially the weaker ones) at such beutiful, sunny day. If you've ever noticed, stars are hard to spot on the day compared to at the night.

    Display More

    I think you can get away with the stars, at least. They are very useful for lining up smokes, and sacrificing realism for gameplay wouldn't be a problem on this occasion.

    Apart from that I think the weakest area in the map in terms of Art is the T connector to B. It looks like something from Borderlands, because of the black trim textures, you use and some of the wear on the props, combined. It just doesn't look like Counter Strike to me.

  • RaVaGe
    • March 5, 2018 at 10:49 PM
    • #460
    Quote from Radix

    On 04/03/2018 at 4:50 PM, Radix said: I mean, even if this gets added to an Operation, the payment seams a bit too low for two years of working full time (?) on this. Maybe you should talk to Valve :D (You probably really should. lol)

    He probably has more chances to talk to a wall when you speak about money with Valve.

Participate now!

Don’t have an account yet? Register yourself now and be a part of our community!

Register Yourself Login
Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. About our archived forums

    Thrik
    June 30, 2026 at 2:12 PM
  2. Mapcore Discord

    mason_fan123
    June 24, 2026 at 8:52 PM
  3. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  4. Any of the old guard still around? D:

    Thrik
    June 20, 2026 at 10:11 PM
  5. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  6. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  7. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  8. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™