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Aerospace (Alpha)

  • Noodle King
  • July 30, 2017 at 10:08 PM
  • Rafael Oliveira
    • November 3, 2017 at 4:42 PM
    • #21

    That's an Awesome Map! I'm Planning to Play Competitive Matches in that, and give some Feedbacks... I'm a Normal player, and i really like Community Maps... I hopo to help as i can... Thanks for the Awesome Work! And, if Someone here is Brazilian, call me, and play!!!

  • gav
    • November 4, 2017 at 11:02 AM
    • #22

    LOOKS GOOD NOODLE

  • Noodle King
    • November 5, 2017 at 4:50 AM
    • #23

    Love you guys <3

  • Rafael Oliveira
    • November 6, 2017 at 1:31 AM
    • #24

    Noodle... Some Things that i have to say... Playing CT on this map sounds a LOT More Easier Than TRs... The A Bombsite have a LOT of Hidings Positions that you can stay and not be seen Ex: Outside the Boxes with a Boost, in the Flowers, on the Bar... And in B Bombsite, if you are an AWPer, you can jump in the Box and Zoom in the corridor. You can see all the Other teams Movements, not mattering the TR Respawn... The Path connecting the base to the corridor is Very Long... I Think if a bit shorter, the B is More Competitive... In A, the Boxes in the Bombsite should be smaller... If i Bang a Flash in A, I do not blind the person who is on top of the box, and this is a major disadvantage... I'm Continue to Playing and give some more Feedbacks... Peace!

  • Noodle King
    • November 6, 2017 at 5:05 AM
    • #25
    Quote from Rafael Oliveira

    3 hours ago, Rafael Oliveira said: Noodle... Some Things that i have to say... Playing CT on this map sounds a LOT More Easier Than TRs... The A Bombsite have a LOT of Hidings Positions that you can stay and not be seen Ex: Outside the Boxes with a Boost, in the Flowers, on the Bar... And in B Bombsite, if you are an AWPer, you can jump in the Box and Zoom in the corridor. You can see all the Other teams Movements, not mattering the TR Respawn... The Path connecting the base to the corridor is Very Long... I Think if a bit shorter, the B is More Competitive... In A, the Boxes in the Bombsite should be smaller... If i Bang a Flash in A, I do not blind the person who is on top of the box, and this is a major disadvantage... I'm Continue to Playing and give some more Feedbacks... Peace!

    Thanks for the advice :) For all the problems with A-site, I actually redid that whole section of the map for the next update. The new layout looks more believable for a plane map, and gives CT's less places to hide. You are right that in the current public build the map is CT sided, but ever since our last playtest I've been working to balance it out a bit. The changes I made should be subtle enough to not throw everything out of balance, and give the T's a better chance. Overall don't worry, all the problems you mentioned are fixed or being fixed :)

  • Rafael Oliveira
    • November 6, 2017 at 1:04 PM
    • #26

    Thanks...

    But i need to say...

    Its an Awesome Map! Me and my Friends plays a Lot this map in Weekend, and all of us Like The idea of The map, and this design...

    I give only gameplay feedbacks, and some little things to improve. In general, is an Awesome Map!

  • Noodle King
    • November 7, 2017 at 5:07 AM
    • #27
    Quote from Rafael Oliveira

    16 hours ago, Rafael Oliveira said: Thanks...

    But i need to say...

    Its an Awesome Map! Me and my Friends plays a Lot this map in Weekend, and all of us Like The idea of The map, and this design...

    I give only gameplay feedbacks, and some little things to improve. In general, is an Awesome Map!

    Thank you very much :) I'm glad to receive all the feedback I can get!

  • Rafael Oliveira
    • November 7, 2017 at 11:55 PM
    • #28

    Do you think to create a Corridor who connects the Middle to the Dark? It Give more ways to TRs to Enter in A and More position in CT to Watch...

    A lot of Positions who i talk in the Feedbacks loses Power with a new way to entrance in A

    And i Think that gives A more competitive. TRs needs a Strategy to enter, and CTs needs that Too...

  • Noodle King
    • November 8, 2017 at 5:14 AM
    • #29
    Quote from Rafael Oliveira

    5 hours ago, Rafael Oliveira said: Do you think to create a Corridor who connects the Middle to the Dark? It Give more ways to TRs to Enter in A and More position in CT to Watch...

    A lot of Positions who i talk in the Feedbacks loses Power with a new way to entrance in A

    And i Think that gives A more competitive. TRs needs a Strategy to enter, and CTs needs that Too...

    Like I said I've already redesigned that entire area of the map, but it's just not live on the current version, so you wont get to see it just yet! My new design actually simplifies the layout more, instead of adding extra passageways. With the linear nature of the map, I feel that adding more passages just makes the T's advance more difficult. Plus, the "old" A site already has 2 terrorist entries, which is normally more than enough. If you look at official maps, most sites only have 1-3 entrances, and considering the limited space I have to work with, I think a third entrance on A wouldn't benefit the map. As well as making the layout more readable, the new design also makes it more sensible, better reflecting the interior shape of a plane, instead of the big wide open space that the old A-Site is. If the map didn't take place on a plane, I may consider adding a third entry, but I feel that my new A-Site design balances the map while making it easier to read. Hopefully that's how it turns out in practice!

    Hopefully I'll have some screenshots of the changes up here soon!

  • Noodle King
    • November 17, 2017 at 3:33 AM
    • #30

    Well Aerospace is getting close to done! I've been working hard the last few days getting the last things dealt with. All the areas are fully detailed and functional now. No new update is live on the workshop, but that will probably come this weekend, I'll tell you guys when! There's lots to talk about, so lets get started!

    The final radar image, all polished and pretty. This image has both floors side-by-side for a full look at everything. I'll use this for the workshop page. The biggest changes you'll see are the totally reshaped A-site and the narrowing of B-site.

    While on the topic of branding and such, here's the new logo! I don't think I've shown the old one on here, but that's probably for the better, it was pretty bad.

    The real meat and potatoes of this update is the redone A-site. Looks a lot more like a plane, doesn't it? The T's enter from behind the camera, while the CT's have entrances on either side of the bar. This design is more asymmetrical, and I think it gives the T's an easier time pushing and holding ground on their way to A. CT's will also have more options on what angles to hold, either being able to choose to push aggressively to mid or staying back and defending the bombsite.

    The area behind the camera from the previous screenshot.

    The new CT spawn! Since I redid A, I also had to redo the CT spawn. The door in the center of the image leads out to A, and there's one identical to it just off to the left. The way down to B can be seen on the right.

    No more dev textures on B finally! I experimented with lots of textures, but most of them were too busy. As you can see on the walls in the back, I've opted for a more simple design. It gives your eyes a place to rest and keeps the map tidy looking.

    Since A got changed up, I had to remove the side area with the kitchen that connected to the old bar. I liked the look of that area though, and didn't want to scrap it. I found a use for it down on B in this side room. On the door over to the left you can see it works quite nicely.

    It took a while to get this area right. This is the T's path to the lower floor and B. I didn't want to use boring old ladders and I wanted the CT's to have a little more time to get settled on B.

    The view from the bottom of the last screenshot. The corner at the end leads up to the stairs.

    Found this screenshot in my library. Just thought it would be cool for you all to see how far Aerospace has come :)


    Overall, Aerospace has been a roller coaster ride of changes and reworks. If I had gotten the layout right the first time I would have been done in July! It's been a great learning experience though, and I'm glad you've all been here for support and suggestions. There will still be things that need improving, but the full release is almost ready. If you find any bugs or things that I could improve on, don't hesitate to comment. Like I said, the updates will go live in a couple days once the final touches are done. Hope you all like it, and have a nice day!

  • Rafael Oliveira
    • November 17, 2017 at 11:34 AM
    • #31

    I'm Really Excited for the Release in Workshop!! Me and my Friends really like this map...

  • Noodle King
    • November 17, 2017 at 11:50 PM
    • #32

    I hope you'll be happy with the final release :) Planning on releasing it tomorrow!

  • DRZ
    • November 18, 2017 at 3:50 PM
    • #33

    This is looking really good @Noodle King! Aesthetically, your detailing and models are on point. The only thing I'd suggest is a little contrast in the colors? Maybe take the browns a couple shades darker? Keep it up!

  • Noodle King
    • November 18, 2017 at 5:21 PM
    • #34
    Quote from Andres Marcano

    1 hour ago, Andres Marcano said: This is looking really good @Noodle King! Aesthetically, your detailing and models are on point. The only thing I'd suggest is a little contrast in the colors? Maybe take the browns a couple shades darker? Keep it up!

    Yeah you may be right, some darker contrasts would look nice. I'll consider it :)

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