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

[WIP] de_fiasco

  • sassy_turtle
  • July 18, 2017 at 12:04 PM
  • sassy_turtle
    • July 18, 2017 at 12:04 PM
    • #1

    My entry for this contest will be a defusal map set in Cuba. I don't have an actual scenario/background story yet and just want to make sure that the level has no blatant flaws and plays well!

    - Workshop link: http://steamcommunity.com/sharedfiles/fi…/?id=1080324712

    - Overview image: http://imgur.com/a/JlzcF

    - Screenshots: http://imgur.com/a/MAJwb


  • sassy_turtle
    • July 19, 2017 at 7:42 AM
    • #2

    And here are the radar files for the upper, middle and lower part of the map. The spectator view can be a little bit confusing sometimes, so this might help. I just need to get the radar working ingame; currently, it doesn't lign up properly.


  • blackdog
    • July 20, 2017 at 9:58 AM
    • #3

    Is it a village or an estate? Just thinking that knowing a bit more I might come up with a scenario for you :D

  • sassy_turtle
    • July 20, 2017 at 11:41 AM
    • #4
    Quote from blackdog

    1 hour ago, blackdog said: Is it a village or an estate? Just thinking that knowing a bit more I might come up with a scenario for you :D

    I think it's going to be an ordinary residential area, maybe a district of a bigger city.

    As you have seen maybe (if you were ingame), i currently use the Navy SEAL player models and the pirates (they should represent Cubans). But i still have no idea why they would blow up an ordinary suburb in their own country and why the Americans would actually care about this xD

    Btw thanks for your helpfulness :)

  • sassy_turtle
    • July 21, 2017 at 4:45 PM
    • #5

    First Update!

    I fixed a few problems:

    - radar works perfectly fine now

    - lighting is better now, but still not perfect (adding cubemaps and replacing the high-reflective devtextures through ones that absorb more light made a big difference): some reflections still too bright, some areas too dank

    - added sun

    - closed up useless path at B (between arches)

    Also, I forgot to insert screenshots of the tunnel between mid and B in my first posts. Here you go:

  • blackdog
    • July 23, 2017 at 9:01 AM
    • #6

    I was asking about location cos first thing I thought, if was an estate could have been a drug lord backstory.

    You could change one bomb site, put a bus and say terrorists are cutting off a bunch of US tourists to then keep them hostage.

    Does US have an embassy there? One bomb site could be to destroy the entrance or something.

    Or generally they might want to make a coup and they are destroying symbols of current government.

  • sassy_turtle
    • July 23, 2017 at 2:01 PM
    • #7
    Quote from blackdog

    4 hours ago, blackdog said: I was asking about location cos first thing I thought, if was an estate could have been a drug lord backstory.

    You could change one bomb site, put a bus and say terrorists are cutting off a bunch of US tourists to then keep them hostage.

    Does US have an embassy there? One bomb site could be to destroy the entrance or something.

    Or generally they might want to make a coup and they are destroying symbols of current government.

    These are pretty good ideas! I also had the idea of a hostage scenario or something like that. If I realize your suggestion in the end, I will definetly mention you somewhere as an easter egg ;)

  • sassy_turtle
    • July 25, 2017 at 8:26 AM
    • #8

    Update #2

    - fixed container A Long - started detailing B - fixed most annoying lighting issues (like bright reflections) - added cover at B entry (one crate)

    Detailing at B:

    How do you like it so far? (it's my first time texturing and detailing a level :) )

  • sassy_turtle
    • August 6, 2017 at 9:23 AM
    • #9

    Currently rebuilding about 40% of the layout from scratch after I got a lot of feedback during a playtest. Not sure how much time this will cost and if I'll be able to finish the project in time but since the map will also loose some pathways and will be reduced in size, I'll maybe have less work with detailing... But I'm still trying to keep the deadline in mind!

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. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

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

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

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

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

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

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

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

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™