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

Tangerine

  • Harry Poster
  • July 8, 2017 at 11:46 AM
  • Harry Poster
    • August 15, 2017 at 10:24 AM
    • #21

    Rubric "News without screenshots"


    I've saved the walls models but cutted cobblestone.

    Also came with an idea for story.

    ' T's have to destroy their drug stash.

    One is on market hidden in tangerines. (A site)

    Second is a crash place of their truck with drugs. (B site)'

  • Harry Poster
    • August 21, 2017 at 10:58 AM
    • #22

    Spoiler -A site chokepoint


    -T spawn

    -T apps

    Changes:

    -Added fog

    -Moved T spawn a bit

    -2nd T way to mid changed from stairs to window

  • blackdog
    • August 21, 2017 at 10:23 PM
    • #23

    Coming along good.

    Best of luck for the contest, looking forward to see the completed version

  • Harry Poster
    • September 4, 2017 at 1:31 PM
    • #24

    Spoiler Some of you might remember a difficult jump spot for CT's that brings you some advantages with mid control. But now i've made it even harder! My own trick jump.

    Watch my pain attempts -

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • Harry Poster
    • September 12, 2017 at 10:45 AM
    • #25

    Spoiler R.I.P ?

    Anyone knows how to solve? (Can't open large maps even decompiled official)

  • Rad
    • September 12, 2017 at 11:11 AM
    • #26

    It is broken for everyone, including myself.

  • Andre Valera
    • September 13, 2017 at 6:40 AM
    • #27

    @Harry Poster I honestly feel bad for your hard drive after occupying all that footage of you looking through a window

    There is a comfortable theme in this map, and some of us would really love to see some of those walls be broken down. Visually stimulate the players and create environments based on previously occurred events that would better help separate the constant flow of red that we see on our screen. I understand D2 could be used as an excuse but we've been playing D2 since our internet was available

  • Harry Poster
    • September 13, 2017 at 9:39 AM
    • #28
    Quote from Andre Valera

    2 hours ago, Andre Valera said: There is a comfortable theme in this map, and some of us would really love to see some of those walls be broken down. Visually stimulate the players and create environments based on previously occurred events that would better help separate the constant flow of red that we see on our screen.

    Thanks for your suggestion. I'm trying to make map with dynamic enviroment, but i cant show what i mean now.

    Let's say plot is like "start of revolution" but i can make some broken walls because i'm making old poor part of city.

    What i'm trying to make dynamic - ropes moving by wind, dynamic skybox like people and cars and etc. I will show it later.

  • Harry Poster
    • September 18, 2017 at 12:49 PM
    • #29

    Spoiler I'm starting to lose objectivity about my map and downgrade my opinion about it. So i need some criticism. (Compile is Fast)

    - A site

    - CT spawn

    - WIP mid

    - Remaking T apps

    (Lighting is about to change)

  • Vaya
    • September 18, 2017 at 1:14 PM
    • #30

    Good progress. one thing you're going to needed to consider is how boxy everything looks. Maybe cut some of the corners at a small 45degree angle to round them off a little more? add wear to buildings etc

  • Harry Poster
    • September 18, 2017 at 2:00 PM
    • #31
    Quote from Harry Poster

    Just now, Harry Poster said: @VayaTo prevent boxy feeling i'm making some clay on roofs like here

    (Right and left buildings)

    Will try to make more such things

  • blackdog
    • September 18, 2017 at 6:09 PM
    • #32

    I haven't walked around it, can't comment on scale/layout; just got back from holiday, I'll try to download this week.

    In terms of art @Vaya pointed correctly at the boxyness… I see you angled the window "roofing" but can't see what you did on left building ? anyway, I think Vaya was suggesting to cut vertical corners (just look at Dust maps).

    Also streets could benefit from angling some buildings around, having a diagonal street etc (look at the difference that makes the simple angled doorstep in Mirage CT spawn or diagonal stairs to A). Also some (small) height changes of the street level would be good; think of Mirage mid, but of 32-48-64 units instead: that would allow you to use some trims to break up the view without impacting the gameplay as much as a 128 units change (make sure you clip the steps!).

    This should help, you have some height variation in the skyline but I think is still a bit boring, you should find space for a hero building to capture the attention and break up the sky and act as reference in the map for players, just look what they did with Underpass.

    Another thing I notice from last batch of screens is that you are in-setting many windows too much or none at all. Keep doing what you were doing earlier in August. Also those window "huts" in CT spawn seem to be hanging out too much (I mean they are disproportionate to their width, no underneath support, the second one down seems to be ending lower than the first – consider using different materials i.e. wood for those, look at Assassin's Creed).

  • Harry Poster
    • September 18, 2017 at 7:00 PM
    • #33

    @blackdog Thanks i will try this changes. Also workshop layout haven't got the final form since some of the parts of map were done and contest allows just greyboxes.

  • Harry Poster
    • September 19, 2017 at 5:15 AM
    • #34

    After some work on mid

  • Harry Poster
    • September 21, 2017 at 2:10 PM
    • #35

    Spoiler First part of detailing is over (Fast compile)

    -B site took from previous version of the map

    -Added new window for CT's

    -Overview

    Quick showcase

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • hoistenize
    • September 22, 2017 at 2:15 AM
    • #36

    Really good stuff

    It's kinda weird, but I noticed the tower you have is very similar to one I made

    [Blocked Image: https://i.imgur.com/wDnE0PZ.png]

    It's a tower somewhere in Morocco, I forget exactly where

    Maybe we used similar references, or maybe it's just a generic tower design

  • Harry Poster
    • September 22, 2017 at 11:07 AM
    • #37
    Quote from BreadParticles

    8 hours ago, BreadParticles said: It's a tower somewhere in Morocco, I forget exactly where

    Maybe we used similar references, or maybe it's just a generic tower design

    Its kinda standard tower in Morocco but we have some differences in colors and ornaments

  • Harry Poster
    • September 27, 2017 at 11:33 AM
    • #38

    Spoiler [Balance]

    [MID]

    -Making Mid window larger

    - Added new way from window


    - CT entrance

    - New boxes

    - Barrels for close checking


    - Restoring the stairs (A)

  • Harry Poster
    • October 16, 2017 at 12:28 PM
    • #39

    Spoiler [Balance]

    -Ct's mid entrance is now balcony

    -Added barrels so you can jump to the balcony (Idea is to bring more ability to CT's with mid position)

    [A]

    -New pathway

    - 2 barrels to cover (Like on dd2)

    -New boxes to hold entrance from mid

  • Harry Poster
    • October 23, 2017 at 3:02 PM
    • #40

    Spoiler Finishing 2nd stage of detailing with remaking some older parts and working with hr dust props.

    [MID]

    -

    - Made "barrel jump" more skill needed

    [A]

    [T spawn]

    Also i've changed lighting


    I'm trying to make map if not looks but feels like a place and working on small details (mainly sounds).

    Next week will be a hard work and finishing week for me. Release in 2-3 weeks.

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. How to Use a Free Kundali Maker for Accurate Future Predictions

    astr09
    July 23, 2026 at 6:35 AM
  2. Tangerine

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

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

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

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

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

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

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

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  10. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™