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

de_Underground [WIP]

  • Panda
  • September 6, 2015 at 4:12 PM
  • Quotingmc
    • September 25, 2015 at 7:08 AM
    • #41
    Quote from Cruckz

    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 ?

    Ideally we would replace the model at a later time with one made especially for the map. For now we will be using this which to my full knowledge is open source.

  • Panda
    • September 25, 2015 at 7:48 PM
    • #42

    There has been a complete re-design of A site because the old one was very cramped and didn't work well. So here are some screens! Feel free to give us feedback but please look in-game because the screens are just to give you an idea of what it looks like.

    http://imgur.com/a/jDJKE

    Also does anyone have any ideas that we could use to make A long better because at the moment we are sort of lost for ideas.

  • Quotingmc
    • September 29, 2015 at 8:11 PM
    • #43

    I Created a two prefabs, one for a tube train with driver, and one with just seats. Will be used until/if we find a moddler.

    [Blocked Image: http://i.imgur.com/sZ10Y86.jpg]

    More Pictures (Ignore odd lighting, just set up a quick test): http://imgur.com/a/cnftn

  • Quotingmc
    • October 2, 2015 at 9:12 PM
    • #44

    New radar in prep for Mapcore playtest submission, will be added to workshop version asap:

  • Quotingmc
    • October 5, 2015 at 5:44 PM
    • #45

    We now have some amazing custom ticket gate models thanks to @MinorThreat

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

    Full Album: http://imgur.com/a/SLY88

  • Panda
    • October 8, 2015 at 10:44 PM
    • #46

    THE NEW UPDATED RADAR! New path into B site and some cleaning up. I will be submitting a playtest in the next day or so.

  • jackophant
    • October 9, 2015 at 10:31 AM
    • #47

    Overview looks good guys.

    Do either of you live in England? I just wonder because no one in England calls the underground/tube, the metro.

    Would be nice to see some trains as well :P

  • Mark C.
    • October 9, 2015 at 3:30 PM
    • #48
    Quote from jackophant

    Overview looks good guys.

    Do either of you live in England? I just wonder because no one in England calls the underground/tube, the metro.

    Would be nice to see some trains as well

    I beg to differ. The underground in up here in the north east is literally called the "Metro".

  • Panda
    • October 9, 2015 at 3:44 PM
    • #49
    Quote from jackophant

    Overview looks good guys.

    Do either of you live in England? I just wonder because no one in England calls the underground/tube, the metro.

    Would be nice to see some trains as well

    Both of us live in England. We have already changed the name on the workshop but not on this post, I'll do it in the next few hours when I have time, just to make it clearer.

    Haven't you seen the trains in the map? They are in there (they look really good, made by Quotingmc) also I think Quoting posted some pics of them.

    And thanks, the radar took a while to align and make pretty. xD

  • jackophant
    • October 9, 2015 at 3:47 PM
    • #50
    Quote from Mark C.

    I beg to differ. The underground in up here in the north east is literally called the "Metro".

    Let me correct myself, no one in London calls the underground "Metro".

    @Panda I'm talking literally about the blue/white/red typical train, not a grey prefab :P

    It's going to be a bit close to home for a lot of people considering the 7/7 bombings in 2005, looks like you've got the means to make something nice.

  • Quotingmc
    • October 9, 2015 at 5:57 PM
    • #51
    Quote from jackophant

    Let me correct myself, no one in London calls the underground "Metro".

    @Panda I'm talking literally about the blue/white/red typical train, not a grey prefab

    It's going to be a bit close to home for a lot of people considering the 7/7 bombings in 2005, looks like you've got the means to make something nice.

    It is always a risk but I think that 10 years on it is more understandable. Textures coming for train soon hopefully :)

  • Quotingmc
    • October 19, 2015 at 4:52 PM
    • #52

    Firstly I would like to say thanks to everyone ho turned up to the playtest last night, your feedback was incredibly helpful. We have summarised the main comments into several point:

    • Revise mid timings for CT's
    • Remove drop down by CT mid
    • Better signpost the vent
    • Simplify brushwork in areas to remove some complex angles
    • Make stairs less steep
    • Widen some pathways inside
    • Widen ticket gates

    If you feel like anything is missing or would like to add more detailed feedback we would live to read your comments below. We hope to bring an update which addresses these points in the coming days.

  • Overdoziz
    • October 19, 2015 at 5:07 PM
    • #53

    Accessible bus rooftops!

  • Panda
    • October 20, 2015 at 10:24 PM
    • #54

    So these are all of the changes I have made so far (they are only ideas on the feedback given so please don't feel like it is the final idea, please give feedback to whether you like the changes or not):

    Widened the path behind T mid

    Blocked the sightline in mid but there is still a small gap in which CTs can peak. The block is only a temporary idea. It is wallbangable.

    T view

    CT view

    No more head peaks along the back of T mid

    An attempt at less complex curves/geometry

    A door into B site from mid connector, the whole connector is a very basic idea and may (most definitely) not work and be very good. After all it is just an idea, so please look at it ingame and give me your thoughts on it.

    More pictures of the connector

    To remove the head peak along T mid I had to raise the whole of B site and the area behind it, also no more steep stairs from CT spawn to B, so that is the reason for the new connector. Also, I have made most stairs less steep (8x16) but forgot to take pictures. I think we will be signing up for another playtest soon once the majority of the problems have been fixed.

  • Cruckz
    • November 2, 2015 at 12:42 PM
    • #55

    Nice Ticket machine look forward to seeing it textured. Glad you have made the stairs a more gradual incline too I look forward to seeing this going forward and coming out of grey box.

    I do agree with Jack squires with 7/7 bombings but I would not let this stop you from going forward.

  • Panda
    • November 3, 2015 at 7:25 AM
    • #56
    Quote from Cruckz

    Nice Ticket machine look forward to seeing it textured. Glad you have made the stairs a more gradual incline too I look forward to seeing this going forward and coming out of grey box.

    I do agree with Jack squires with 7/7 bombings but I would not let this stop you from going forward.

    There will be an update soon. I'm just making a few last changes to the layout as well as the beginning of texturing. So I will be posting something when I think there is enough to see.

  • MinorThreat
    • November 3, 2015 at 1:42 PM
    • #57
    Quote from Panda

    There will be an update soon. I'm just making a few last changes to the layout as well as the beginning of texturing. So I will be posting something when I think there is enough to see.

    If you like, I can send you the UV layout for those barriers as an image file to help you make the texture for it. I don't know what image editor you use, but with Gimp you can import these UV layouts as layers and use them as guidelines.

  • Panda
    • November 3, 2015 at 5:49 PM
    • #58
    Quote from MinorThreat

    If you like, I can send you the UV layout for those barriers as an image file to help you make the texture for it. I don't know what image editor you use, but with Gimp you can import these UV layouts as layers and use them as guidelines.

    Oh cool, yeh I'll try and texture them......I haven't got Gimp but I can download it but first I need to learn.

  • Panda
    • November 13, 2015 at 11:06 PM
    • #59

    Sorry guys for no updates, I have decided to take a break from de_underground because I'am lost for ideas and stuck on the texturing. Instead, I have started on a new map which I will be showing off soon, hopefully this theme and design will not be too hard to texture so it will be finished.......Also there is now no low ceiling (in the new one) so you can use smokes and flashes effectively!

    Thank you for all the contributions and feedback you have given me during the construction of de_underground. If I come up with any new ideas I will be adding them to the map and maybe updating the post when I have spare time.

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. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  2. About our archived forums

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

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

    Serialmapper
    June 22, 2026 at 11:56 AM
  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

Users Viewing This Thread

  • 1 Guest
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™