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. Vault
  3. Past Contests
  4. Day of Infamy Mapping Contest

Foy

  • Squad
  • September 24, 2016 at 4:26 PM
  • Squad
    • October 28, 2016 at 4:20 PM
    • #21
    Quote from Radu

    16 minutes ago, Radu said: One way to improve the ground would be to use higher resolution textures, like 2048x2048 or 4096x4096 - that might go overboard, though you could cover a lot of surface with that.

    4096*4096 would be overkill, as it is equal to 16 1024*1024 textires :D I might consider 2048*2048 later on, but I'm pretty sure it should work out fine eventually when I break up the patterns by painting the alpha and adding geometry, props, decals etc.

  • paranoidMonkey
    • October 29, 2016 at 1:41 PM
    • #22

    found some cool pics that illustrate the way haystack used to look, basically they would pile the hay and create a roof like thingy at the top so water or snow don't get in or accumulate too much.

    [Blocked Image: http://1.bp.blogspot.com/-SC_KE2kF9K0/UtyN3sR9nsI/AAAAAAAAQRs/quw6lFk_pBI/s1600/Group+of+American+soldiers+catch+a+nap+beside+a+haystack.jpg]

    [Blocked Image: http://allart.biz/up/photos/album/M_N/Oscar_Claude_Monet/oscar_claude_monet_0279_allart_biz_haystacks_end_of_summer_morning_1891.jpg]

    [Blocked Image: http://il6.picdn.net/shutterstock/videos/3351155/thumb/1.jpg]

  • Squad
    • October 30, 2016 at 11:50 AM
    • #23

    Thanks, paranoidMonkey!

    It's not yet perfect, but this should be a lot better already :)

    [Blocked Image: http://i.imgur.com/ktFZi1y.jpg]

  • Radu
    • October 30, 2016 at 1:42 PM
    • #24

    Aww, man, I really liked the round ones.

  • blackdog
    • October 30, 2016 at 2:17 PM
    • #25

    Ye totally get that you wanted to make them per reference @Squad, and they actually were looking alike; I like these much better though.

  • El Moroes
    • November 1, 2016 at 8:20 PM
    • #26

    We had that kind of models in our old "baguet mappack". It was made by Ukulele and you can find the model on his own website (with other useful models too). You could ask him too.

    [Blocked Image: http://www.theuke.net/images/haystacks.jpg]

  • hdkhh_
    • November 1, 2016 at 9:02 PM
    • #27

    Beautiful pictures. Keep up the good work!

  • Squad
    • November 3, 2016 at 3:22 PM
    • #28
    Quote from El Moroes

    On 1-11-2016 at 9:20 PM, El Moroes said: We had that kind of models in our old "baguet mappack". It was made by Ukulele and you can find the model on his own website (with other useful models too). You could ask him too.

    [Blocked Image: http://www.theuke.net/images/haystacks.jpg]

    Oh yeah, forgot about that website. Thanks for reminding me :) I'll check it out.

  • Squad
    • November 8, 2016 at 7:43 PM
    • #29

    I remade the building that is Objective C today. Not fully done yet, but I'm pretty happy with how it's looking so far.

    At first, I planned to make this a small city hall, but during the process I changed it to a semi-fancy hotel building. Still not 100% sure if I'll stick with this or change it back. Time will tell :)

    Also tweaked the fog to be a bit less "in your face" as that was a clear feedback from the Sunday playtest.

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

    [Blocked Image: http://i.imgur.com/ua8Ks3O.jpg]

    [Blocked Image: http://i.imgur.com/D1xcSSI.jpg]

    And here's a picture from inside the school building.

    [Blocked Image: http://i.imgur.com/rUgQSg7.jpg]

  • Squad
    • November 12, 2016 at 12:31 PM
    • #30

    Doing more work in and around the school building.

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

    I extended it with a playground at the back for flanking options.

    [Blocked Image: http://i.imgur.com/rn6OvL6.jpg]

    [Blocked Image: http://i.imgur.com/caRcbD2.jpg]

  • Squad
    • November 18, 2016 at 4:33 PM
    • #31

    Just updated the workshop.

    Don't have time to go into all the changes too much at the moment unfortunately. In a nutshell, I changed Allied spawn and objective A in Liberation (spawn moved to Farmhouse, objective A moved from Farmhouse to a new location, see pictures below) and generally added a lot more cover around the map.

    [Blocked Image: http://i.imgur.com/uzC9H6D.jpg]

    [Blocked Image: http://i.imgur.com/AcdN9Td.jpg]

  • Radu
    • November 18, 2016 at 4:34 PM
    • #32

    Love the barbershop

  • Daruth505
    • November 18, 2016 at 4:42 PM
    • #33

    Keep. It. Up. Looks amazing so far! I even got to playtest it, that was a lovly experience too. I did feel alittle exposed by some building 'outer-sides' (outside the building its side outer wall). But apart from that looks lovly and i'm assuming plays even better now.

    GL

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