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Tangerine

  • Harry Poster
  • July 8, 2017 at 11:46 AM
  • Harry Poster
    • December 31, 2017 at 12:26 PM
    • #61

    Nothing big yet.

    -Updated tiling on B site (Fast compile makes it darker and some shitty shadows)

    In plans updating A's staging area.

    Added skill jump for 'pro' players to get over the wall.

  • Vaya
    • January 1, 2018 at 10:54 AM
    • #62

    look at floor_tile_03 from the new dust. I think that but lighter would fit your bombsite a lot better

  • Harry Poster
    • January 1, 2018 at 4:12 PM
    • #63
    Quote from Vaya

    5 hours ago, Vaya said: look at floor_tile_03 from the new dust. I think that but lighter would fit your bombsite a lot better

    I will but on this screenshot I'm talking about roof tiling.

  • FMPONE
    • January 11, 2018 at 5:04 AM
    • #64

    Unfortunately, this entry has been disqualified.

    As mentioned privately and publicly, we will be following our rules -- to the letter -- in order to ensure a fair contest for everyone. It's deeply saddening that this came down to a matter of minutes, however we couldn't have been any more clear about our policy on updating maps after the deadline.

  • Harry Poster
    • January 11, 2018 at 5:14 AM
    • #65
    Quote from FMPONE

    46 minutes ago, FMPONE said: Unfortunately, this entry has been disqualified.

    As mentioned privately and publicly, we will be following our rules -- to the letter -- in order to ensure a fair contest for everyone. It's deeply saddening that this came down to a matter of minutes, however we couldn't have been any more clear about our policy on updating maps after the deadline.

    For a few months I've thought that I've met some luck. Such shame to be dq because of PakRat bugs. For sure I've started updating it in 23.57 gg wp Biome wins.

  • Harry Poster
    • January 11, 2018 at 7:31 AM
    • #66

    "Disaster Update" is out

    Here is the story - Originally supposed to be released on 8th of December but vvis screwed me and in one day I had to redo the whole optimisation system. Now it's even better and for sure I was happy. But then when I tried to PakRat map file somehow got corrupted and made models missing even when I have them in the folder. I realized how to manage that late and map uploaded to workshop with 1.30min after deadline. Really frustrating, maybe I should move to another program now.

    Anyway, update.

    - Nav file fix

    - Radar_spectate updated

    - Skill jump added

    - Massive displacement pass. Edges are smoother, more details added.

    Models and textures:

    -Bark

    - Holes in 3D

    - Normal doorframe models

    - Modeled roof in souk

    - Roof tile on B

    - Wall tile on B

    Updated areas:

    - A's staging

    - T spawn

  • Vaya
    • January 11, 2018 at 9:23 AM
    • #67

    This really sucks. Sorry Dan :(


    (use VIDe already!)

  • Vaya
    • October 26, 2018 at 7:16 PM
    • #68

    hey man


    we've put your map in the new faceit pool but had to take it out temp because the furthest back T spawn is bugged. I think you just need to change collisions on the grate. let me know when fixed and I'll readd

  • Harry Poster
    • November 15, 2018 at 4:15 AM
    • #69

    Can't keep secrets. Working on Tangerine remake, any layout changes are welcome!

    What I'm already working on:

    - Smoothing corners

    - Deleted alternate way to B site from CT spawn. (The annoying one)

    - Risky B and safe B ways

  • Pilot_01
    • November 15, 2018 at 5:00 AM
    • #70
    Quote from Harry Poster

    42 minutes ago, Harry Poster said: Can't keep secrets. Working on Tangerine remake, any layout changes are welcome!

    What I'm already working on:

    - Smoothing corners

    - Deleted alternate way to B site from CT spawn. (The annoying one)

    - Risky B and safe B ways

    maybe rethink about the bombsites? I revisited the map few days ago and I just released may be the bombsite is a bit to simple with a box/ a pile of box siting in the middle XD

  • Vaya
    • November 15, 2018 at 9:32 AM
    • #71
    Quote from Harry Poster

    5 hours ago, Harry Poster said: Can't keep secrets. Working on Tangerine remake, any layout changes are welcome!

    What I'm already working on:

    - Smoothing corners

    - Deleted alternate way to B site from CT spawn. (The annoying one)

    - Risky B and safe B ways

    Less right angled connections Less Clutter

    Bombsites should be larger with more height differences for interesting play

    Make A site more unique theming wise.

  • El_Exodus
    • November 15, 2018 at 1:39 PM
    • #72

    -All the small windows to go through are quite annoying, rework these to proper routes instead

    -Work on visibility/change T models. They blend really well with the walls

    -Somer routes could use some more space, feels narrow at points

    -Don't enjoy the ladder route towards B. Needs something else, less clunky

    -I don't like the mid connector entrance towards B. Feels twist'n'turny and somehow.. awkward. Hard to describe it


    A lot of people on the Hub seem to enjoy the map, so that's some cool news!

  • Desmo
    • November 15, 2018 at 5:46 PM
    • #73

    Allthough i feel like having only played this map three times is not enough i'll try to give some feedback.


    - Try to make spots/objects that look like they can be accessed either accessible or change them to not look like it

    examples:

    [Blocked Image: https://abload.de/thumb/tangerinemid1l6d6s.png]

    [Blocked Image: https://abload.de/thumb/tangerinetmidtobsoilx.png]

    [Blocked Image: https://abload.de/thumb/tangerinebtable38ikm.png]


    - Mid t window could use some smoothing for entering from mid

    [Blocked Image: https://abload.de/thumb/tangerinemidtwindowoveid.png]


    - If possible maybe move the b site part of the map closer towards mid/ center of the map. B long and mid to b connector feel like long walks.


    Beautiful map. Nice theme, awesome colours. Makes me feel warm and fuzzy ?

  • Harry Poster
    • January 21, 2019 at 6:13 AM
    • #74

    Quick update. I'm working on remake but at the same time I make test updates for the original version. For playtests thanks to Mapcore HUB. Focus of the remake is reducing paths length, visual improvement and optimisation (which can't be done properly in current version). Also with a remake I will release "vanilla" update for original workshop that will return it to the original state with few improvements. And from now official name of the map de_Tanger (not Tangier). Have a nice day.

  • Interfearance
    • January 21, 2019 at 8:08 AM
    • #75
    Quote from Harry Poster

    1 hour ago, Harry Poster said: Quick update. I'm working on remake but at the same time I make test updates for the original version. For playtests thanks to Mapcore HUB. Focus of the remake is reducing paths length, visual improvement and optimisation (which can't be done properly in current version). Also with a remake I will release "vanilla" update for original workshop that will return it to the original state with few improvements. And from now official name of the map de_Tanger (not Tangier). Have a nice day.

    Although it's hard to do one of the most important things in mapping is being able to realise when an area doesn't feel right and reworking/scrapping it. Our brain inserts value into locations by the time we spent working on them, but in reality some of the most well planned areas will end up flopping and even more painfully be one upped by parts that had half the drawing, modeling, and thought. During my most recent graybox I redid a whole site that took me almost half an hour just to block out and time correctly. I can imagine how it must feel on a larger scale. However, you will feel great when you revise or replace the section and discover that it is far more functional and enjoyable to the players. TLDR: Don't be afraid to scrap as long as you know where you went wrong. You won't be dissapointed.

  • Harry Poster
    • July 18, 2026 at 7:28 AM
    • #76

    Hello again, a few people asked me to port Tangerine to CS2, so I decided to give it another shot with a remake. CT side of the map is mostly done, left is mid and T routes. Thanks for attention, have a great day!

    Images

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