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  4. [CS:GO] Exotic Places Mapping Contest

Submerged

  • DeadKnife
  • June 24, 2019 at 12:40 AM
  • ynel
    • July 5, 2019 at 10:45 PM
    • #21

    I don't think just by addig rooms, it would make it much better. If you really don't want to start it again, please, somehow, you need to transfor those corridors into rooms, or make them wider. The red lightning is just a bad idea, and I don't think you should do it. And I don't think there are red lightning in 'real submarines'. Here's "some" ideas:

  • DeadKnife
    • July 13, 2019 at 5:20 AM
    • #22

    I have listened to all of your feedback, and have started improvements. I added many of @Ynel's suggestions on the layout, and changed the light to light blue + white. But, for the record, submarines do have red lights to preserve night vision. More improvements coming soon.

    Workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=1783407163

  • ynel
    • July 13, 2019 at 9:41 AM
    • #23

    Definatly looks better, but please, use a yellowISH lighning, that would make it less claustrophobic.And one small thing:

    Way too many props there. Just remove some, not all, but some.

    Oh, and here:

    This looks like a big stair for me. Please try to make it a normal room, with stairs in the doorways.

  • DeadKnife
    • July 14, 2019 at 12:47 AM
    • #24

    Just a little update. Made the entrance to control room an actual room, added and removed some props, and, for now, still kept the lights blue. I also removed an entrance to A Site. I scheduled a playtest to see the feedback on the map and the lights. After it's over I'll get to improving the map more.

    Workshop Link: https://steamcommunity.com/sharedfiles/fi…/?id=1783407163

  • JackT
    • July 14, 2019 at 6:41 AM
    • #25

    why is there so much cover?

  • DeadKnife
    • July 14, 2019 at 8:31 PM
    • #26

    I made sure to add more rather than less so the map doesn't feel empty for the playtest. I'll see how it works out and change accordingly.

  • JackT
    • July 15, 2019 at 9:07 AM
    • #27

    Making a map that's got that much cover, especially when I ran around it, lots of the cover is just not needed and adds a lot of clutter to the map of which isn't needed.

  • That50'sGuy
    • July 15, 2019 at 10:44 PM
    • #28

    What I'd recommend for cover is only placing it in locations where the action really happens. And even then, it should be used sparingly. As stereotypical as it might be for me to say this, look at in-game maps and see how they use cover. Heck, you can even try and mold a part of a level around a large object of cover.

    As for the lighting, I think the color is a bit strong. maybe try toning it down a bit. Blue is nice, but I think a darker shade would suit the environment better.

    I do hope this turns out nice, I'd love to try it once it's complete! :D

  • DeadKnife
    • July 16, 2019 at 1:03 AM
    • #29

    OK, I get it. But I don't know what to remove and what to keep. The only way this map has been tested is with bots. Which doesn't give me much info about anything cover related. There will be a playtest on Friday, and I'll see where to remove cover.


    Or do you reckon I should just bite the bullet and cut some cover for the playtest?

  • Interfearance
    • July 16, 2019 at 1:59 AM
    • #30

    It might get in the way of game play preventing you from getting more useful feedback. Also you know you can make your own cover with brushes instead of letting valve's props shape your level's game play.

  • DeadKnife
    • July 16, 2019 at 4:42 AM
    • #31

    But in the end that cover will have to make sense. My decision right now is that I will cut some props for the playtest and see how it hoes.

  • That50'sGuy
    • July 17, 2019 at 12:55 AM
    • #32

    Where are the chokepoints of the map? Anything that is T-Controlled at the start behind these areas should have minimal cover (For Deathmatch mode). That's the best advice I can give you without knowing where the chokepoints are yet. :)

  • DeadKnife
    • July 18, 2019 at 5:07 AM
    • #33

    Cut down some props for the playtest, and a few other minor tweaks. I'll remake B site looks tomorrow, which will be the final thing done to this map before the playtest.

    Sorry if the marked radar is confusing, I'm not good at these types of things lol.

    And I'm pretty sure the CT sight line at mid is a bit problematic, as it gives CTs quite a bit of mid control, as well as the ability to pick Ts off, off the bat, which I'm pretty sure shouldn't be the case.

  • DeadKnife
    • July 19, 2019 at 1:12 AM
    • #34

    Last update before the playtest. Can't wait! The playtest will happen at 2PM CST. Type: "connect can.TopHATTwaffle.com; password se" in console to connect. (When it's time of course lol)

    B Before:

    B After:

  • DeadKnife
    • July 22, 2019 at 4:11 AM
    • #35

    Playtest was successful. It was fun, but also CT sided, mainly because of the long sightlines.

    Changes:

    Removed long sightlines at both A and B entrances

    Pushed Ts back

    Removed Control Room, as it was too OP

    Added more cover to B site

    Made the map slowly flood if the bomb detonates

    Other small improvements


    Mid will be redone in the next update, as it's still very awkward for CTs that decide to rush there.

  • DeadKnife
    • July 27, 2019 at 5:12 AM
    • #36

    So I made lots and lots of small improvements and not going to list them all.

    Made more areas where you can see outside.

    Made different color floors in different 'zones'

    Didn't drastically change mid so far.

    Workshop Link: https://steamcommunity.com/sharedfiles/fi…/?id=1783407163

    Submarine at B

    Area to look outside

    CT Spawn (currently kinda bare)


    Mid (bright right now but I'm lazy)

    T Spawn

    B


    A

  • DeadKnife
    • August 3, 2019 at 5:39 AM
    • #37

    More overall small improvements and clipping. Mid wall at T has been replaced with boxes, and an experimental CT Heaven has been added. I also scheduled a playtest to test out all the new things and see if they work or not. Also, marked plant zones?

    Workshop link: https://steamcommunity.com/sharedfiles/fi…/?id=1783407163

    Full album: https://imgur.com/a/xbznWwG

    Spoiler

    Radar

    T Spawn

    Mid, from T side

    A

    B

    CT

  • DeadKnife
    • August 16, 2019 at 4:52 AM
    • #38

    Many layout changes based on feedback from the playtest. There's still a lot to do but I thought I'd show you all how it's all going. I am also beginning to make the theme more apparent and making the player feel as if they're playing on a level set underwater, not some boxy rooms with sand outside. But for now it is boxy rooms with boring sand outside ?

    Workshop link: https://steamcommunity.com/sharedfiles/fi…7163&revision=1

    Spoiler

    Tunnel looking out into the ocean (there's another one next to it, unfortunately they have to be blocked off by an ugly wall, because of the annoyance of being able to see your enemy but not shoot them.):

    Radar:

  • DeadKnife
    • August 23, 2019 at 4:43 AM
    • #39

    Some more layout changes. Floor changed to graygrid for now, mid and A have been reworked, and radar now has less funky colors.

    Images: https://imgur.com/a/RZDvHRQ

    Workshop Link: https://steamcommunity.com/sharedfiles/fi…/?id=1783407163

    Spoiler

    Radar:

  • DeadKnife
    • September 13, 2019 at 4:55 AM
    • #40

    It's been a long time since my last post, mostly cause of playtest delays, but it finally happened on the 2nd. I've been working since on layout changes and small improvements. Still quite a bit to go before another playtest but I want to share since it's been so long.

    Workshop Link: https://steamcommunity.com/sharedfiles/fi…/?id=1783407163

    Spoiler

    Changes:

    • Removed double sliding doors at A
    • Made one of the CT entrances to A wider
    • Mid-T-ish to A Main connector remade into a proper Mid to A Main
    • Removed Ladder at Mid to B Main
    • Lengthened Mid to A connector
    • Changed all lights into nice, non-obstructing floor lights
    • Pushed CTs back since they got everywhere quickly
    • Many other small changes that all contribute to the quality of the map

    Spoiler

    Radar:

    B

    A

    CT (still bland, really have to do something here soon)

    Mid

    T

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