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de_neutron

  • Single
  • July 21, 2015 at 11:56 AM
  • onebit
    • July 24, 2015 at 5:46 PM
    • #21
    Quote from Single

    Were all of these bombs put there under normal conditions, i.e., without using noclip, and in only a couple of attempts? If so, then I have a lot of work to do, and thankyou.. If players need to cheat, or spend a lot of time perfecting the throw, then I'm not sure if it's worth fixing.

    Players can get lucky, so you may as well fix them all just to avoid displeased csgolounge users. Didn't use noclip.

  • Utopia
    • July 28, 2015 at 8:43 AM
    • #22

    Definitely one of the best maps I've tested in this contest thus far. :)

  • Gap
    • July 31, 2015 at 10:43 AM
    • #23

    Hey there,

    absolutely love the map! I just love it! Found a weird bug on bombsite A (between the two barrels and the crate) - it's probz the same as on de_dust2 (on B).

    https://www.youtube.com/watch?v=yQjCdy-1MZY

    I recorded the bug - hope you can fix it!


    - Gap

  • MaanMan
    • August 1, 2015 at 11:03 PM
    • #24
    Quote from Gap

    Hey there,

    absolutely love the map! I just love it! Found a weird bug on bombsite A (between the two barrels and the crate) - it's probz the same as on de_dust2 (on B).

    https://www.youtube.com/watch?v=yQjCdy-1MZY

    I recorded the bug - hope you can fix it!


    - Gap

    Display More

    hahaha The music makes it even better!

  • Single
    • August 2, 2015 at 12:05 PM
    • #25
    Quote from Gap

    Hey there,

    absolutely love the map! I just love it! Found a weird bug on bombsite A (between the two barrels and the crate) - it's probz the same as on de_dust2 (on B).

    https://www.youtube.com/watch?v=yQjCdy-1MZY

    I recorded the bug - hope you can fix it!


    - Gap

    Display More

    Oh man I've always dreamed about bugs like this, thanks for the tip!

  • Gap
    • August 19, 2015 at 11:24 AM
    • #26

    Wow, shouldn't make too many videos, but it's kind of fun. Might come up with a video containing more bugs than one. Here's some graphical glitch. You better limit height above the truck so people can't jump too high...

    -Gap


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  • Single
    • August 24, 2015 at 11:04 AM
    • #27

    de_neutron version 1.1 is here! A whole heap of visual updates and bug fixes!

    Here are some screenshots of the updated areas. Lots of areas received little or no updating, so I didn't upload them here.

    [Blocked Image: http://i.imgur.com/ycWq0j6.jpg]

    [Blocked Image: http://i.imgur.com/u3MdcWs.jpg]

    [Blocked Image: http://i.imgur.com/wZfRdt0.jpg]

    [Blocked Image: http://i.imgur.com/ZHR2izD.jpg]

    [Blocked Image: http://i.imgur.com/bklMWx5.jpg]

    [Blocked Image: http://i.imgur.com/tkmR4JU.jpg]

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

    [Blocked Image: http://i.imgur.com/IdR8fPq.jpg]

    [Blocked Image: http://i.imgur.com/S3lg1G8.jpg]

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


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

    Here are the change notes!

    Quote

    ##########CHANGE LOG############

    ## de_neutron ver 1.1 change log ##

    # NEW AND IMPROVED
    - Redid the tops of the buildings around mid. Textured most of the surfaces, and added a selection of antennas, cables, and air conditioner units. Huge thanks to Squad and tomm from Mapcore.org for the inspiration.
    - Completely rebuilt the 3D skybox. Is now larger, and uses a better texture.
    - Improved the roofs around B site, with antennas, air conditioners, vents, etc.
    - Rotated the double stack on A-site, and added some fallen cables.
    - Put in an (inaccessible) room above cafeteria.
    - Added a few more machines and cables around A-site, for prettiness.
    - Rebuilt the entrance into A site from lockers for terrorists, also added pipes, cables, vents etc.
    - Put in a few more props around B site, and modified the ones that are already there.
    - Laid some carpet around lockers and heaven, to break up the concrete.
    - Put a bit more colour around mid, particularly around mid connector.
    - Prettied up the courtyard with some lights on the awning to the canteen.
    - Moved a door from T-to-atrium, and added some more carpeting to the floor.
    - Put in some lights above doorways between areas, to improve pathing.
    - Built a few pipes and vents around vending/servers.
    - Added a few more pipes, vents and greebles around lockers and radio.
    - Put in some cute relaxing cafe music, to compliment your cappuccino.
    - Added a set of spectator cameras.
    - Put in some more cubemaps around mid to improve window reflections.
    - Modified the soundscape around lockers/radio, added more sounds, changed those that were there.
    - Added a few extra vents and pipes around CT spawn.
    - Tweaked some texturing around B site and in atrium, to break up some vertical lines.
    - Added a few sneaky easter eggs.


    # BUG AND EXPLOIT FIXES
    - The entire map has had a massive clip/noclip pass. Many thanks go out to Fnuggi and OneBit of the Mapcore.org community, as well as Phartona on the Steam Workshop, for pointing out most of these exploits.
    - Fixed a number of floating, or otherwise misaligned props. Thanks again to OneBit!
    - Textured the roof of the garage near B site.
    - Fixed some brushwork in atrium to avoid seeing culled faces.
    - The metal door at the back of hut should now show metal decals when shot.
    - Fixed an overly loud pipe in lockers.
    - Increased the reflectivity ($envmaptint) of all the black square windows.
    - Fixed the phong on the laptop model.
    - Properly aligned the plywood sign at A site.
    - Fixed a glitching pipe in construction.
    - Removed some vents in construction. They were just too difficult.
    - Fixed reflectivity on the unbreakable glass texture.
    - Removed an erroneous baseboard prop in T spawn.
    - Fixed up some fade distances, for optimisaiton.
    - Added another areaportal between CT-to-A and A-site.
    - Fixed some cubemap faces around long hall, and in cafeteria.
    - Did some minor prop and texture optimisations across the map.

    Display More

    I'll edit these screenshots into the OP. Providing there aren't any major bugs, this version of the map will constitute my competition entry.

    It's still uploading, but here is a link to the map on the Steam Workshop, if you haven't played the map yet: http://steamcommunity.com/sharedfiles/fi…s/?id=485441486

  • Pampers
    • August 24, 2015 at 11:12 AM
    • #28

    Too gray. Add colors!

  • Tensei
    • August 29, 2015 at 5:34 PM
    • #29

    Gray looks just fine. Love the style!

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