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

CS_Apollo

  • JSadones
  • June 22, 2017 at 1:04 AM
  • JSadones
    • June 22, 2017 at 1:04 AM
    • #1

    [Blocked Image: http://i.imgur.com/sclZxGW.png]

    Terrorists have taken former astronauts hostage in the Apollo space visitor center. SWAT team have arrived to rescue them.


    Team:

    • @Vaya - Layout/Level design
    • @Vorontsov - Modeller/Asset Designer
    • @JSadones - Environment design/Detailer
    • @Assassin - Modeller/Asset Designer

    Any feedback is always welcome ;)

    Download on Steam workshop.

  • JimWood
    • June 22, 2017 at 3:27 AM
    • #2

    Keep it up lads

  • Vaya
    • June 22, 2017 at 7:52 AM
    • #3

    We're having a mapcore playtest today soon :) I'll post more about my plans here once I'm fully awake

  • Vaya
    • June 22, 2017 at 11:36 AM
    • #4

    Okay a little more awake

    • This map started life as a remake of the stupidly popular DE_CPL_Mill map. My planned theme was a mexican township with references taken from the beautiful Guanajuato City. This theme seemed to be a good fit with CPL_Mills extensive underground tunnels taking the form of a crypt and cellar
    • The Idea of remaking mill ran into difficulty as I couldn't get approval from Chris Auty, the original maker of Mill. While his site states that anyone is free to remake his layouts I didn't want to investing time and effort only to run into issues later on in development.
    • At this point I decided to rework the mill layout into something new, keeping the things that made mill great fun to play while streamlining for CSGO. The underground was retained but simplified- I made attempts to integrate it more into the layout too- with options for players to quickly move between the two (I find both CPL_Mills + Tuscans pathing convoluted in a number of areas)
    • The idea was left for a while around about this point (1 or 2 months) while I finished up the DOI contest and I continued work on my long overdue DE map Valley. (:()
    • When the new operation maps were leaked and it became clear that there is a real shortage of operation-viable hostage maps I decided to see if I could rework this DE layout into a hostage map. Originally I did this while retaining the mexican theming (which wasn't much more than a textured greybox with a couple scattered props). The underground section lent itself well to a more stealthy path that could help teams flank each other. My plan here is to keep the map dynamic by giving the CTs a number of options- Terrorists shouldn't be able to comfortably hold an angle for a full round...They should have to keep thinking about what the rest of their team is doing and keep communication flowing much as you would while holding a bombsite.
    • Soon after I started speaking to @JSadones about the issues he was having with his map Link (https://migrationtest.mapcore.org/topic/19790-csgo-link/) I really liked the overall theming and the direction the detailing was going with this project but he was having real problems with the layout.
    • We decided to take this layout I'd been working on and rework it with Jel's stronger more unique theme (we have enough rustic villages in CSGO, right?) The 'satellite' part of the theme was quickly dropped as we decided to go fully into the space centre idea rather than something on the fringes.
    • @Vorontsov was brought in to handle the large technical models- I was impressed by his work on transit (https://migrationtest.mapcore.org/topic/19701-cs…#comment-430434) and we were going to need someone with this kind of skillset if we were going to do the theme right. He has already provided a number of models for the current build of the map and is working on crazy sick new stuff.

    We'll do our best to keep this thread up to date with progress. We love feedback so feel free to send any to us here, on steam or on discord. :)

  • Vaya
    • September 13, 2017 at 11:58 AM
    • #5


    A little overview of a recent build of the map. More Screens + workshop update coming soon.

  • Squad
    • September 13, 2017 at 12:58 PM
    • #6

    Nice work :)

  • SirK
    • September 13, 2017 at 2:57 PM
    • #7

    Looking really good!

  • Vorontsov
    • October 20, 2017 at 2:26 PM
    • #8

    [Blocked Image: https://trello-attachments.s3.amazonaws.com/59157c4dd2261076e9b73a41/59d8f1ad2deaa7b55860b15d/b973d62b2bb2686fca6c4cda1f6d057e/a7l_suit_01.jpg]

  • Jiro
    • October 20, 2017 at 3:57 PM
    • #9

    When i see this guyz workin i got the feeling i should go back to mapping for Advance Wars.

  • NikiOo
    • October 20, 2017 at 5:54 PM
    • #10
    Quote from Vorontsov

    3 hours ago, Vorontsov said: [Blocked Image: https://trello-attachments.s3.amazonaws.com/59157c4dd2261076e9b73a41/59d8f1ad2deaa7b55860b15d/b973d62b2bb2686fca6c4cda1f6d057e/a7l_suit_01.jpg]

    Ain't ZBrush too next-gen for Source? That seems like a lot of Polys.

    Looking awesome though. How much time did you spend working on it? I'm thinking of getting into ZBrush modelling.

  • Vorontsov
    • October 20, 2017 at 6:13 PM
    • #11
    Quote from NikiOo

    16 minutes ago, NikiOo said: Ain't ZBrush too next-gen for Source? That seems like a lot of Polys.

    Looking awesome though. How much time did you spend working on it? I'm thinking of getting into ZBrush modelling.

    It won't be too many polys for source once you make a low poly and bake into it. I've been working on this for about a month I would say on and off, usually really few hours a day, then I got sick and worked everyday over a week on it and finished it up. ZBrush is great for sculpting any sort of high poly, I'm 100% sure Valve themselves use it, for their new character models and specially in their newer maps like Canals, New Inferno, New Dust 2 for general assets

    If you get really good at ZBrush you won't regret it, that's for sure

  • Minos
    • October 20, 2017 at 8:30 PM
    • #12

    Really cool theme for a map, can't wait to see how this turns out :D

  • Vorontsov
    • October 31, 2017 at 9:36 PM
    • #13

    Learning Substance Painter, sadly Quixel Suite is not compatible with Mac OSX. But I'm really liking Painter so that's good.

  • Vorontsov
    • November 3, 2017 at 5:30 PM
    • #14

    Artstation link with more images

  • Rad
    • November 3, 2017 at 5:34 PM
    • #15

    Those look so good, it would be cool if you can play with them.

  • Roald
    • November 3, 2017 at 6:05 PM
    • #16
    Quote from RAD

    28 minutes ago, RAD said: Those look so good, it would be cool if you can play with them.

    Yeah a button that makes the model move and activates a sound like a voice telling a story about space or something, just something short.. could be a fun extra

  • Lefty
    • November 6, 2017 at 2:40 PM
    • #17

    I'm loving the whole look of the new suits! It decently beats the green knight's armor ;)

    The orange version reminds me of a Cosmonaut's suit. Are you planning to interpret it as one?

  • Vaya
    • November 6, 2017 at 3:12 PM
    • #18
    Quote from Lefty

    41 minutes ago, Lefty said: I'm loving the whole look of the new suits! It decently beats the green knight's armor ;)

    The orange version reminds me of a Cosmonaut's suit. Are you planning to interpret it as one?

    Map is going to be US tech only apart from the sputnik satellite. Mixing would probably upsetti people

  • blackdog
    • November 7, 2017 at 8:17 AM
    • #19
    Quote from Roald

    On 03/11/2017 at 6:05 PM, Roald said: Yeah a button that makes the model move and activates a sound like a voice telling a story about space or something, just something short.. could be a fun extra

    I wish they could be player models ?

  • blackdog
    • November 7, 2017 at 2:20 PM
    • #20

    Seriously, I think CSGO could be a bit more COD… the Operations being more themed and introducing more different things, have more weapons to choose from… I mean they do it in TF2 and the game doesn’t brake.

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. About our archived forums

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

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

    Serialmapper
    June 22, 2026 at 11:56 AM
  4. Any of the old guard still around? D:

    Thrik
    June 20, 2026 at 10:11 PM
  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™