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

Delta Delta

  • Smileytopin
  • September 19, 2015 at 9:18 PM
  • Smileytopin
    • September 19, 2015 at 9:18 PM
    • #1

    Delta is a work in progress competitive defuse map I am working on. Right now it is in version a6.

    Feedback would be appreciated.


    Screenshots - Old

    Quote

    http://steamcommunity.com/sharedfiles/fi…s/?id=514236328

  • Smileytopin
    • October 3, 2015 at 3:57 PM
    • #2

    A2 is out!

    The radar is currently slightly wrong. It shows two paths that were removed,(T side - side entrance to B, and CT's left side entrance to mid)

    Changes:

    • Moved T spawn back slightly to adjust timings on B.
    • Redid B site, scrapping old one
    • Redid B main, connecting it more with T spawn
    • Added cover for the Ts in T main
    • Made B more accessible for Ts, removing a few routes
    • Tweaked mid. Mid is more then likely going to be redone.
    • Added a smoke funnel (Thanks Klems). Will remove in later versions. The smoke funnel is only present for making smoke grenades for mid easier, as it is in early versions and the window is hard to smoke. It will be redone or removed later on.
    • Removed several connectors
    • Edited CT Spawn, changing pathway to A site and moving the fence to B.
    • Removed an entrance to mid for CTs
  • Smileytopin
    • October 12, 2015 at 2:26 PM
    • #3

    Working on a few changes, including finally finding a theme.

  • Vaya
    • October 12, 2015 at 2:31 PM
    • #4

    I wouldn't be applying a theme yet. you'll end up more focused on making the theme work than the layout

  • jackophant
    • October 12, 2015 at 2:47 PM
    • #5

    Any screeshots of the suggested changes from the playtests we've had?

  • spaly
    • October 12, 2015 at 6:37 PM
    • #6

    Looks good based on the layout, but, dear god, dont go for a shipping port, it and its industrial style has been overdone waaaay too often. Just search for de_ship and you will probably find 100reds of maps, and its rather difficult to make this theme look to good.

    I would recommend you to take inspiration on the web, or even just look through every official map that was there and try to go for any theme other than what was already there ^^

  • Tensei
    • October 12, 2015 at 7:36 PM
    • #7

    Someone already told you to not go for industrial shipping port theme. I can see you haven't had a real reference. Which is more why you shouldn't do that.

    At ports containers are picked up from above. The second row of containers make me think- how in the hell they got them in there ? While im busy with that idea, 1500$ went to "xX-Bogdan-Xx-PL"

    Im trying to say, the second row of containers doesn't make any sense. Not the slightest bit. First row could be pushed in there. Third row could be put from above. The second row? Hououin Kyouma special brew helped ?

    [Blocked Image: https://migrationtest.mapcore.org/uploads/monthly_2015_10/de_deltadelta0001.thumb.jpg.8182f9b0a4279420b56eec2bf86dab1f.jpg]

  • JustFredrik
    • October 13, 2015 at 11:21 AM
    • #8

    The theme even if its a little generic can work out good aslong as you don't make it feel enclosed. I also think you need to make it feel alot warmer and more summer-sih, then it feels atm.

    Like in these screenshots from the port in GTA V.[Blocked Image: http://i.ytimg.com/vi/mqs_fKoq-uA/maxresdefault.jpg]

    [Blocked Image: http://orcz.com/images/thumb/f/f8/Bilgecoshippingservicesgtav.jpg/400px-Bilgecoshippingservicesgtav.jpg]

    If the theme is very generic the atmosphere needs to be very strong and immersive. If you have a more uniqe theme the theme itself adds to the immersion.

    So I would say either a really sunny and nice setting with a skybox like vertigohdr_blue or a really dark and rainy setting. But a setting with a clear/sunny sky is better for visibility.

  • Smileytopin
    • October 25, 2015 at 1:14 AM
    • #9

    a4 is out!

    Quote

    dropping the theme for now

  • Mvllsk
    • October 25, 2015 at 7:53 PM
    • #10

    Right of the new radar I can tell you that you might want to change the geometry of the bombsites (instead of having both as two cubic places with a bunch of cover thrown in...).
    The sites have been one of the biggest issues of the last playtest and I will keep further judgement until after the playtest. But I can already tell that the "open" site with these simple entrances will be incredibly boring to play. And yea, dont go for shipping docks theme please.

  • jackophant
    • October 26, 2015 at 10:15 AM
    • #11

    I don't really understand what you've done. It looks like you've changed a lot that was actually ok, and have ignored a lot of what wasn't. Mid was getting better and now I have no idea. That A window/sniper room seems entirely pointless: the window I could maybe understand, but I can't fathom what either team would gain by trapping themselves in there.

    It's always dangerous to completely change something because there's no precedent for how it will fit with your map and more or less invalidates any prior testing.

    You still have a lot of large, open, shapeless corridors. You would do better to tighten these up to better control the flow of your map and give a more distinct path.

  • Puddy
    • October 26, 2015 at 10:48 AM
    • #12

    [Blocked Image: https://media4.giphy.com/media/181OUQHOCfde0/200_s.gif]

  • Smileytopin
    • November 8, 2015 at 6:49 PM
    • #13

    Major changes in progress right now.

    Quote

    Redid B site completely


    Upper B

    New B connector

    Redid A site

    and removed routes to A, simplifying it.

    Display More

    B was redone, A heavily modified

    Lighting is now changed, I just need to get a good sunset skybox.

    Routes are more narrow, map should play more smoothly now.

    Mid balcony was blocked off, but mid hasn't had any major changes yet.

  • Harry Godden
    • November 8, 2015 at 9:31 PM
    • #14

    A is looking better ^^, although kindof looks like two bombsites stuck next to each over. Not sure, cant really see from the screenshot, need to see an overview.

    If its final design is going to be a docks setting then im not sure if having a sandy environment light, i would picture a cool mild blue or white, afterall, it is next to the sea :P

  • jackophant
    • November 9, 2015 at 12:58 PM
    • #15

    Looks a lot better, and the new lighting immediately makes it feel nicer.

    Have you got an overview for us to see?

  • Smileytopin
    • November 9, 2015 at 8:14 PM
    • #16

  • Smileytopin
    • November 12, 2015 at 1:12 AM
    • #17

    Tightening the map up to shorten rotate times

    https://i.gyazo.com/bfc3af3e951348394a3c2cecbb97080d.png - old

    https://i.gyazo.com/824ba74df7ba17fd845361ce40a9a2fc.png - new

    Rotate times for T's between sites are about 18 seconds right now, still long but bearable.

    Moved T spawn to make it less out of the way and to speed up timings to sites. Instead of taking 17 seconds to get to site from spawn, it takes closer to 12-14.

  • Smileytopin
    • November 14, 2015 at 11:21 PM
    • #18

    A7 is out! Not really a large update, more of a quality of life thing.

    Quote

    New Overview

    Redid Entrance to B side to delay lower.

    Added connection from T side outer B to mid

    Redid T spawn, moved both sites closer to speed up timings for Ts and CT, as well as reducing rotation times further.

    Removed a box on B site that may be troublesome.

    Display More
  • Harry Godden
    • November 15, 2015 at 8:33 AM
    • #19

    Had a run around it this morning, as for A, it feels a lot more developed :D and I can see it playing very well. The screenshot defied me as it looked like the old Site with the loop was still stuck onto the back of it. I cant spot anything wrong with the layout choices, other than the entrances to both sites are sort of similar (1 path to a split), which is not necessarily a bad thing but we will see what the play test returns!

    So your going with a mirage type setting now?

  • Logic
    • November 16, 2015 at 9:18 AM
    • #20

    Hi! I had to get some sleep right after the playtest, so I'll give you some feedback now instead.

    A-site was by far the better bombsite, that said, I think it's pretty hard for Ct's to defend. CT's can't really peek into where the T's are coming from without standing by the boxes on site. They have very limited space to fall back on. Also, in case of a T rush the CT's would have to smoke off both entrances in order to stop it. If only one entrance is smoked off T's could just instantly switch to the other entrance.

    B-site felt very claustrophobic, other than that I can see it play well if only the area was a lot bigger and the site wasn't as small. I liked the broken wall at the back since it was a good counter spot from the connector to middle.

    Mid was okay, just okay. It didn't feel like it belonged to any team and I'm not sure how I feel about that. It's also very generic. You should look into making it stand out a bit and make the timings a bit more interesting. Don't be afraid to use verticality to achieve this.

    The current radar in this thread isn't up to date, you might wanna fix that :)

    Happy mapping!

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. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

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

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

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

    Serialmapper
    June 22, 2026 at 11:56 AM
  8. Free Music / SFX Resource - Over 2500 Tracks

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

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

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™