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de_Underground [WIP]

  • Panda
  • September 6, 2015 at 4:12 PM
  • Panda
    • September 20, 2015 at 1:42 PM
    • #21
    Quote from LizardPL

    Your workshop version does not have spawn points... And some places on the map are illogical.

    No spawn points? Ok I'll check but I think it does.

  • jackophant
    • September 20, 2015 at 5:45 PM
    • #22

    If spawns are placed too low to the ground they can often fail to work. You would want to keep them elevated by about 32 units.

  • Lizard
    • September 20, 2015 at 7:03 PM
    • #23
    Quote from Quotingmc

    Could you explain how and where they are illogical?

    There are some places where you can go straight to train platform without passing the ticket things. I know its still wip but you put some effort to actually put them in few places.

  • maladus
    • September 20, 2015 at 7:20 PM
    • #24

    I'd be interested in seeing some feedback from playtests for this layout. It seems like the bombsites seem like they are in close proximity to each other, and it seems that the terrorists have to do most of the legwork to get to the objectives. Otherwise, I like the theme and I think it could create some really interesting firefights.

  • Cruckz
    • September 22, 2015 at 4:42 AM
    • #25

    So I was in London the other day and got these for you, a little blurry in a few but gives you a few good ideas I hope.

    http://imgur.com/a/NDu3l

    https://www.dropbox.com/sh/jwdnmac2dnx…a5pY3I2R9a?dl=0 <------------ drop box half of em didnt go into the imgur

  • Vaya
    • September 22, 2015 at 8:50 AM
    • #26
    Quote from Cruckz

    So I was in London the other day and got these for you, a little blurry in a few but gives you a few good ideas I hope.

    http://imgur.com/a/NDu3l

    https://www.dropbox.com/sh/jwdnmac2dnx…a5pY3I2R9a?dl=0 <------------ drop box half of em didnt go into the imgur

    were you running when taking these? :P

  • General Vivi
    • September 22, 2015 at 10:15 AM
    • #27

    The map is shaping up! Looking forward to more progress!

  • Vilham
    • September 22, 2015 at 10:30 AM
    • #28

    If this is based on the london underground wouldn't it make sense to call it de_underground rather than de_metro?

  • Cruckz
    • September 22, 2015 at 1:59 PM
    • #29
    Quote from Vaya

    were you running when taking these?

    THERE'S ALWAYS A CRITIC! Pretty much though just taken on my phone, my gf was getting annoyed with me taking photo's of escalators and walls and not her so was hurrying me along. but they're not for textures more for ideas and the feel of what the underground actually looks like.

  • Quotingmc
    • September 22, 2015 at 6:27 PM
    • #30
    Quote from LizardPL

    There are some places where you can go straight to train platform without passing the ticket things. I know its still wip but you put some effort to actually put them in few places.

    Ok, I think this only occurs in CT spawn as far as I know. Will fix.

    Quote from General Vivi

    The map is shaping up! Looking forward to more progress!

    Thanks, new update should be very soon.

    Quote from Vilham

    If this is based on the london underground wouldn't it make sense to call it de_underground rather than de_metro?

    The name is still subject to change as metro is really only a place holder. We will take the region into consideration when naming.

    Quote from Cruckz

    So I was in London the other day and got these for you, a little blurry in a few but gives you a few good ideas I hope.

    http://imgur.com/a/NDu3l

    https://www.dropbox.com/sh/jwdnmac2dnx…a5pY3I2R9a?dl=0 <------------ drop box half of em didnt go into the imgur

    Thanks! Should be a great help when detailing.

  • Panda
    • September 22, 2015 at 6:42 PM
    • #31
    Quote from LizardPL

    There are some places where you can go straight to train platform without passing the ticket things. I know its still wip but you put some effort to actually put them in few places.

    Yeah I realised that when I was making it and that it would seem quite strange how you could walk onto the platform without going through ticket gates. I was going to put them along the path that Ts must take to get into the site. However, if it was there it would mean Ts would have to jump over it which, in my opinion, is very good when taking a bombsite.

    Quote from maladus

    I'd be interested in seeing some feedback from playtests for this layout. It seems like the bombsites seem like they are in close proximity to each other, and it seems that the terrorists have to do most of the legwork to get to the objectives. Otherwise, I like the theme and I think it could create some really interesting firefights.

    The rotate times from A to B is about 14 seconds and vice versa. The rotation through mid from A to B is about 14 seconds. I think that that is ok I guess, could do with a bit of lengthening but looking at the paths they must take will slow them down and will put the CTs at a disadvantage (the steep stairs and the small door that they must go through to reach the stairs). Tell me if you think this is okay or if it still needs lengthening. At the moment we are still trying to work out a playtest, whether to buy a server or to book one. xD

    Quote from Cruckz

    So I was in London the other day and got these for you, a little blurry in a few but gives you a few good ideas I hope.

    http://imgur.com/a/NDu3l

    https://www.dropbox.com/sh/jwdnmac2dnx…a5pY3I2R9a?dl=0 <------------ drop box half of em didnt go into the imgur

    Thanks!!!! I will be incorporating as many of these pics as I can when finalising the layout and the basic aesthetics.

  • jackophant
    • September 23, 2015 at 4:41 PM
    • #32
    Quote from Panda

    At the moment we are still trying to work out a playtest, whether to buy a server or to book one. xD

    Mapcore offer playtests, the sooner you get it tested the better.

    The more heavily detailed it is, the longer each change takes to make.

  • Quotingmc
    • September 24, 2015 at 7:14 PM
    • #33

    Started making some signs and custom textures. Feedback most appreciated.

    http://imgur.com/a/LCsSS

  • Vaya
    • September 24, 2015 at 7:52 PM
    • #34

    Are the arrows pointing to bombsites? Looks nice and clean but I'd watch that...

  • Quotingmc
    • September 24, 2015 at 8:55 PM
    • #35
    Quote from Vaya

    Are the arrows pointing to bombsites? Looks nice and clean but I'd watch that...

    No, should they be?

  • ICanHasCrab
    • September 24, 2015 at 8:57 PM
    • #36

    They look clean, but the thing that bothers me about the signs is that They Are All Written With Capital Letters At The Start.

  • Quotingmc
    • September 24, 2015 at 9:01 PM
    • #37
    Quote from ICanHasCrab

    They look clean, but the thing that bothers me about the signs is that They Are All Written With Capital Letters At The Start.

    Because they are not completely punctuated sentences it looks better that way. Otherwise it seems odd.

    Started work on re-skinning a Garry's mod model for a ticket machine:

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

  • Vaya
    • September 24, 2015 at 9:26 PM
    • #38
    Quote from Quotingmc

    No, should they be?

    Arrows on the map are normally to mark out paths. A lot of the most recent community maps have started encorporating the directions into the custom signage so it might be confusing for some people...It's a minor thought, might just be something to keep in mind. Maybe use more muted colours and then use the yellow (or red) for pointing to sites?

  • Quotingmc
    • September 24, 2015 at 10:08 PM
    • #39
    Quote from Vaya

    Arrows on the map are normally to mark out paths. A lot of the most recent community maps have started encorporating the directions into the custom signage so it might be confusing for some people...It's a minor thought, might just be something to keep in mind. Maybe use more muted colours and then use the yellow (or red) for pointing to sites?

    we do have separate arrows that are always white and accompanied by a large letter for the sites. If navigation becomes an issue then I will look to take this on board. Thanks for the feedback.

  • Cruckz
    • September 25, 2015 at 12:46 AM
    • #40

    You need to add edge wear to you signs and asset texture.

    http://wiki.polycount.com/wiki/TexturingTutorials

    from a professional point of view I'm not sure how I feel about using a gmod prop to reskin. Is it something that somebody has made and is now opensource? or another source game asset ?

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