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  4. [CS:GO] Exotic Places Mapping Contest

Turbulence

  • csWaldo
  • June 19, 2019 at 2:18 PM
  • blackdog
    • July 16, 2019 at 2:15 PM
    • #21

    Uncharted #vibes

  • Interfearance
    • July 30, 2019 at 1:52 PM
    • #22

    Okay I just ran around the workshop version that is up and this is more confusing than Piranesi which I had just played before it. I think the map is less labyrinthine than it is choppy in terms of flow. For example on multiple occasions the player must go forward to go backwards (old minimap, but this part is there):

    Also the path with an X on it serves to confuse the player further because it seems like the logical route to take but is a dead end. I don't think making it possible to drop down to it from the bridge near A is worth the flow disruption.

    It seems that this layout hinges around the middles that cross over eachother, but its hard to imagine effectively holding all these areas as a CT. If you don't want to give them free map control you have to contest the upper middle, lower middle, and both sites. This leaves only one 2 player setup. Otherwise you face upwards of 3 attack points on each site.

    I don't really see the game play value of the lower middle and it confuses the player. It took me 3-4 minutes to understand the map in noclip! The upper middle was much more logical and tied into the crashed airplane and flowed into each site nicely. It seems a bit empty in terms of cover though.

    My final feedback is that the straightforward T routes drag on forever (12-13 secs each) and the A one in particular offers little interesting terrain variation. I am a fan of unorthodox layouts, but this feels like adding unnecessary layers to an existing design concept rather than actually reinventing it.

  • Vaya
    • July 30, 2019 at 2:56 PM
    • #23

    old version. We had a playtest and are reworking the map just now :)

  • Vaya
    • September 14, 2019 at 9:18 PM
    • #24


    Testing a totally redone layout tomorrow. I think the bombsites may be a little undercooked but I want to check this new structure works

  • csWaldo
    • October 12, 2019 at 11:22 AM
    • #25

    ?

  • JackT
    • October 12, 2019 at 11:42 AM
    • #26

    Happy that development is still happening.

  • slaggo
    • October 13, 2019 at 1:46 AM
    • #27

    i like the fog

  • Viter
    • October 14, 2019 at 8:36 AM
    • #28

    how do you make such nice rocks, what texture size are they? :D

  • Harry Godden
    • October 14, 2019 at 11:53 AM
    • #29
    Quote from Viter

    3 hours ago, Viter said: how do you make such nice rocks, what texture size are they? :D

    Just sculpting in Blender :p. And the rock collection is packed into a 4096x4096 texture. Might need to find a way to push it higher though.

    [Blocked Image: http://terri.tech/rs/?i=5da4527e9e7b4.png]

  • Roald
    • October 14, 2019 at 10:31 PM
    • #30

    Dam! You rock Terri! ?

  • Zlaught
    • October 15, 2019 at 3:00 AM
    • #31

    This looks really cool so far! Great work on the modeling. That seems like something fun to learn.

  • Vaya
    • October 22, 2019 at 11:22 AM
    • #32

    https://steamcommunity.com/sharedfiles/fi…/?id=1894703354

    [Blocked Image: https://steamuserimages-a.akamaihd.net/ugc/772856924491625383/6B4C9B888A8E6DC3698536C3A1998A03B2741586/]

    updated link and radar

  • Vaya
    • November 26, 2019 at 10:14 AM
    • #33

    Layout playtested many times. We're now pretty happy with it and I'm doing starjumps while the other 2 art. Critical visibility tests now fucked over by valve's new custom model system ?

  • JorisCeoen
    • November 26, 2019 at 10:41 AM
    • #34

    Yea, it's quite worrysome. I really don't understand how they've been enforcing proper visibility for so many years, then push this update to even destroy some important visbility on their own maps. I just don't understand it. They must have known this was going to be a problem and then pushed on anyways. Hopefully there will be a fix for this, because I personally don't really see what we can do as a mapper. Almost each color is in at least one of the player models, what are we supposed to do?

  • Vaya
    • November 26, 2019 at 11:06 AM
    • #35

    Terri has a nuclear option of Vscripts for swapping the models out. I'm going to raise my concerns with valve though.

  • morozov
    • November 26, 2019 at 12:20 PM
    • #36
    Quote from JorisCeoen

    1 hour ago, JorisCeoen said: Yea, it's quite worrysome. I really don't understand how they've been enforcing proper visibility for so many years, then push this update to even destroy some important visbility on their own maps. I just don't understand it. They must have known this was going to be a problem and then pushed on anyways. Hopefully there will be a fix for this, because I personally don't really see what we can do as a mapper. Almost each color is in at least one of the player models, what are we supposed to do?

    one of solution, make a dev_box map...thank valve. i think we can try to make brighter map, rather before, but it is some doesn't work everywhere. Or change color saturation for map.

  • Vaya
    • November 26, 2019 at 12:24 PM
    • #37
    Quote from untor

    3 minutes ago, untor said: one of solution, make a dev_box map...thank valve. i think we can try to make brighter map, rather before, but it is some doesn't work everywhere. Or change color saturation for map.

    how about parenting a giant flashing arrow model to every player

  • Radu
    • November 26, 2019 at 12:28 PM
    • #38

    I think Phillip had the best idea so far, to make the player models render brighter than the rest of the level.

  • morozov
    • November 26, 2019 at 12:41 PM
    • #39
    Quote from Vaya

    13 minutes ago, Vaya said: how about parenting a giant flashing arrow model to every player

    im not sure. Or, if Agents models only for teammate and casual mode

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