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

Offtime

  • Squad
  • August 26, 2017 at 12:19 PM
  • Squad
    • November 30, 2017 at 11:14 AM
    • #21
    Quote from Harry Poster

    2 hours ago, Harry Poster said: Maybe useful feedback

    http://# Hide contents

    I've updated the workshop with the missing color correction. Soundscapes have not been added yet (as so many other things), I'll keep working on this after the contest ends though.

    Thanks for the feedback!

  • gav
    • December 10, 2017 at 11:59 PM
    • #22

    Congrats on the top 10 Jan , GL in the final

  • FMPONE
    • February 27, 2018 at 12:24 AM
    • #23

    This map is really bold and ambitious. I really dig how you obviously visualized the map experience in your head and then set out to create something very cinematic and dynamic, in that respect you did a fantastic job.

    Some of the areas I think the map could be improved in are: the exterior is a bit flat in terms of displacement height. The concrete you use on the structure itself is very low interest because it tiles so much. I think creating a custom blend or custom asset there would be a great next move. In terms of the interior spaces, this is a bit tough obviously because they are just so confusingly layed-out. I'm not sure if that's deliberate, however it might be worth reconsidering some of those paths and how they could be improved upon. IMO it felt a bit maze-like.

    I think you set out here to do something very difficult and challenging, and obviously as a hostage map that's an extra challenge as well. IMO you did well with a tough assignment, and any additional time you invest would be worthwhile to deliver on the potential you have here.

  • Squad
    • February 27, 2018 at 12:50 PM
    • #24
    Quote from FMPONE

    12 hours ago, FMPONE said: This map is really bold and ambitious. I really dig how you obviously visualized the map experience in your head and then set out to create something very cinematic and dynamic, in that respect you did a fantastic job.

    Some of the areas I think the map could be improved in are: the exterior is a bit flat in terms of displacement height. The concrete you use on the structure itself is very low interest because it tiles so much. I think creating a custom blend or custom asset there would be a great next move. In terms of the interior spaces, this is a bit tough obviously because they are just so confusingly layed-out. I'm not sure if that's deliberate, however it might be worth reconsidering some of those paths and how they could be improved upon. IMO it felt a bit maze-like.

    I think you set out here to do something very difficult and challenging, and obviously as a hostage map that's an extra challenge as well. IMO you did well with a tough assignment, and any additional time you invest would be worthwhile to deliver on the potential you have here.

    Thanks a lot for the feedback, FMPONE, really appreciate it!

    The interiors being hard to navigate is the #1 feedback without a doubt. I'm not entirely sure if it's because how it's laid out or because of a lack of visual clues/signage. Could be a combination of both.

  • FMPONE
    • June 29, 2018 at 2:37 AM
    • #25

    This is a very unique map that people seem to very much enjoy, but also throw a lot of shade at in our playtests. Sort of like a "meme map". However, I've super enjoyed it and thus put together this album for you with some recommended changes. Perhaps other people can chime in, but I feel these would really help the map a lot.

    https://imgur.com/a/HhHCqiB

  • JimWood
    • July 4, 2018 at 12:30 PM
    • #26

    I find the map is a fresh change to the normal style of maps, and is something that can work well for hostage.

    My main issue right now is that one of the choke points on a set of stairs allows CTs to hide in a corner behind the Ts, making it very difficult to push up the stairs.

    It's also very easy to get lost, even after playing the map multiple times, due to its unnormal design. Like FMPONE said, making it more obvious which floor the players are on, such as colour coded floors, walls or ceilings, would be a big plus.

    Other than that, I enjoy playing it, and am interested to see where it goes!

  • Squad
    • July 4, 2018 at 4:08 PM
    • #27
    Quote from JimWood

    3 hours ago, JimWood said: My main issue right now is that one of the choke points on a set of stairs allows CTs to hide in a corner behind the Ts, making it very difficult to push up the stairs.

    Thanks for the feedback :)

    What chokepoint/stair is that exactly though?

  • JimWood
    • July 7, 2018 at 8:08 AM
    • #28
    Quote from Squad

    On 7/4/2018 at 4:08 PM, Squad said: Thanks for the feedback :)

    What chokepoint/stair is that exactly though?

    Welcome man!

    Unfortunately I'm on holiday, so the best you're going to get is this lousy old screenshot. Best I could find.

    [Blocked Image: https://i.imgur.com/MbwwH0Q.jpg]

    There is an angle for CTs in the back corner to look down to the lower floor from above which is very awkward, and it's incredibly hard to push up the stairs when having to check 180 degrees.

    This other staircase is similar to that chokepoint...

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/861740565652835791/7C89791A31D16059FB03B1ABF927665F267F51C0/]

    However, in this situation, the staircase is flipped the opposite way, which is much easier to push, and there is no cover for CTs pushing. Any CT pushing is most likely going to be picked off.

    Having 2 main chokepoints being staircases is strange and different, but I think it would work much better if the first staircase was easier to push for Ts.

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. Tangerine

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

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

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

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

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

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

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

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

    MrTrane18
    June 1, 2026 at 7:46 PM
  10. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™