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_Scrapheap [WIP]

  • Iceberg
  • September 22, 2015 at 8:49 PM
  • Iceberg
    • September 22, 2015 at 8:49 PM
    • #1

    Hi guys, today I decided to publish a map that had long waiting to get new ideas, I'm working on various topics trying to give good gameplay and have attractive, well I hope your valuable opinions.

    workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=507826630

    Some screenshots:

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

  • Quotingmc
    • September 22, 2015 at 9:05 PM
    • #2

    screenshots? Also what is the purpose of the space in the far bottom right? It is also hard to tell exactly what the mid area is like/what is accessible. Could you go around the walls of the map with white lines in paint or something?

  • Iceberg
    • September 22, 2015 at 9:08 PM
    • #3
    Quote from Quotingmc

    screenshots? Also what is the purpose of the space in the far bottom right? It is also hard to tell exactly what the mid area is like/what is accessible. Could you go around the walls of the map with white lines in paint or something?

    If, right now I'm doing in Ps, just upload a first image of the layout, sorry for the mistake

  • Iceberg
    • September 23, 2015 at 8:22 PM
    • #4

    more screenshots

    http://imgur.com/a/bUtOm

  • maladus
    • September 23, 2015 at 10:51 PM
    • #5

    Bombsite A I feel is the best part of this layout since it offers a few different routes into the bombsite. I would encourage you to look for opportunities to highlight teamwork in this map. For example, the wall outside of A by the scaffolding (the 7th image in the imgur album) is currently accessible from both sides via a ramp on one side and a series of boxes on the other. If however you changed this so that the only way to get up and over the wall was through boosting (where one player jumps on top of another), then you'd have a pretty good spot where the same effect you are going for is achieved but in a way that rewards teamwork and planning.

  • MaanMan
    • September 24, 2015 at 12:51 AM
    • #6

    Here is a little SDK tip for you. When painting geometry you can use the smooth effect to average out the points on a displacement.

    Also there is a very long sight line from T spawn to the Middle area.

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. BELEK: turning Rouen into competitive FPS maps (Godot project, feedback wanted)

    zlatan24
    November 12, 2026 at 6:23 PM
  2. CS2 sticker critique | Would the eye or blade read first on an AK?

    EmberKrakenCS2
    November 9, 2026 at 10:21 PM
  3. dod_poznan

    Smile_2000
    November 9, 2026 at 9:10 AM
  4. [cs2][WIP] De_digital (A side only) Looking for Feedback

    Howw3
    November 5, 2026 at 9:22 PM
  5. Hello from Normandy: Metin, working on a tactical FPS

    Thrik
    November 2, 2026 at 10:19 PM
  6. How do I setup CS1.6 mapping on linux?

    zlatan24
    November 2, 2026 at 6:43 AM
  7. CS:S | de_honor | Map creation process by D'artagnan

    Dartagnan
    November 1, 2026 at 5:41 PM
  8. Made a map maker for my indie game.

    daud2k7
    November 1, 2026 at 4:19 PM
  9. First CS2 Maps DM and Bomb Defusal

    zlatan24
    November 1, 2026 at 3:06 PM
  10. POLYSTRIKE - Finally Announced After Years of Development!

    MetinSaygin
    October 31, 2026 at 10:57 AM

Users Viewing This Thread

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