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  4. [CS:GO] Exotic Places Mapping Contest

Chlorine

  • Lizard
  • January 27, 2020 at 10:20 PM
  • OrnateBaboon
    • January 28, 2020 at 5:55 PM
    • #21

    Map is nice, though I found that there are a lot of dark spots like this. There is an enemy over the crosshairs.

    I also assume this is a valve problem and not a map problem - player models not holding weapons.

  • Lizard
    • January 28, 2020 at 7:05 PM
    • #22
    Quote from OrnateBaboon

    1 hour ago, OrnateBaboon said: Map is nice, though I found that there are a lot of dark spots like this. There is an enemy over the crosshairs.

    I also assume this is a valve problem and not a map problem - player models not holding weapons.

    Hey. You are right about the dark spots. Will fix them in upcoming update. As for the player models I have no idea what happend there. Might be an issue with our custom model, need to investigate. Thanks for pointing things out!


    Quote from blackdog

    6 hours ago, blackdog said: This is looking great, kudos! ?? but what I’m most impressed is how you kept this under wraps throughout the contest… I mean I don’t follow the testing topic not being able to participate, but yeah, what a pleasant surprise to see a map like this drop in this manner :D

    Thank You! It was hard to keep it under the wraps indeed. Maybe not the best approach because it's always good to get a feedback on how things are going but we were super focused to deliver on time. Glad you like it :D

  • Vanx
    • January 28, 2020 at 7:15 PM
    • #23

    Played it and like it. But it might have worked better without being an abandoned park. Could have been more atmospheric as a lost temple area with a magic sky inside. But nevertheless I see a great work done with a lot of love and knowledge.

  • fewseb
    • January 29, 2020 at 4:52 AM
    • #24

    I just realized while playing around on it that even though you have the custom SAS models, you seem to have not set the T-side models since its just the same 1 phoenix variant over and over again.

  • Lizard
    • January 29, 2020 at 7:53 AM
    • #25
    Quote from fewseb

    3 hours ago, fewseb said: I just realized while playing around on it that even though you have the custom SAS models, you seem to have not set the T-side models since its just the same 1 phoenix variant over and over again.

    Valid point. Will fix today.

  • zombi
    • January 30, 2020 at 8:19 PM
    • #26

    Looks like mix of Tomb Raider theme and new Metro atmospheric in positive way. Lighting and shadows are really cool. Good luck in contest.

  • Lizard
    • January 30, 2020 at 10:55 PM
    • #27
    Quote from zombi

    2 hours ago, zombi said: Looks like mix of Tomb Raider theme and new Metro atmospheric in positive way. Lighting and shadows are really cool. Good luck in contest.

    Thanks man!

  • zombi
    • January 30, 2020 at 11:53 PM
    • #28

    Hi again. I was able to run a little bit on the map. I have found two small graphic issues.


    Flickering door


    And bug with water (to the right of the crosshair)


    Really cool map, congrats!

    Spoiler

  • Lizard
    • January 31, 2020 at 12:07 AM
    • #29
    Quote from zombi

    10 minutes ago, zombi said: Hi again. I was able to run a little bit on the map. I have found two small graphic issues.


    Flickering door


    And bug with water (to the right of the crosshair)


    Really cool map, congrats!

    http://# Hide contents

    Display More

    Hey glad you like it! I will try to address the issues in the next update after the deadline. I now know the reason behind flickering water but I can't fix it that easily. Flickering doors will go with the next update. Thanks for pointing this out! ?

  • REYO
    • January 31, 2020 at 1:10 AM
    • #30

    The actual aztec rework, sick boys!

  • DutchCrazyGamer
    • January 31, 2020 at 6:58 PM
    • #31

    this is not supposed to happen right? (This is not a jump screenshot)

  • SirSnail
    • January 31, 2020 at 7:37 PM
    • #32

    Really great looking map! I just recorded a video on it with all my thoughts in an amateurish review-type deal I'll update on that too, would love to play a game on this! If i were to rate it I'd give like an 8.8 to 9.2 do to areas looking too similar when transitioning between them and not having played a game on it. Def a 9.5 though! I'm not a great reviewer lol.

  • Wintrius
    • January 31, 2020 at 9:17 PM
    • #33

    Honest criticism with this map: the areas feel rather homogeneous. The textures that are present look great, but changing the theme slightly in some areas for more distinction could go a long way. Either way, good luck. I hope your hard work was worth it. ?

  • Lizard
    • January 31, 2020 at 11:37 PM
    • #34
    Quote from DutchCrazyGamer

    4 hours ago, DutchCrazyGamer said: this is not supposed to happen right? (This is not a jump screenshot)

    Did you place the bot using bot_place there? It happens like this when you do this.

    Quote from Wintrius

    2 hours ago, Wintrius said: Honest criticism with this map: the areas feel rather homogeneous. The textures that are present look great, but changing the theme slightly in some areas for more distinction could go a long way. Either way, good luck. I hope your hard work was worth it. ?

    Surely something to work on if we get to top 10. Thanks for the feedback and kind words.

    Quote from SirSnail

    4 hours ago, SirSnail said: Really great looking map! I just recorded a video on it with all my thoughts in an amateurish review-type deal I'll update on that too, would love to play a game on this! If i were to rate it I'd give like an 8.8 to 9.2 do to areas looking too similar when transitioning between them and not having played a game on it. Def a 9.5 though! I'm not a great reviewer lol.

    Thanks man!

  • DutchCrazyGamer
    • February 1, 2020 at 8:29 AM
    • #35
    Quote from Lizard

    8 hours ago, Lizard said: Did you place the bot using bot_place there? It happens like this when you do this.

    It was not a bot. It was my player model in third person. I got really close to the structure and when i jumped i got stuck (it was somewhere in the middle of the plank if i remember correctly.

  • Thewhaleman
    • February 3, 2020 at 5:13 PM
    • #36

    Early concepts for Chlorine for those who are interested.

    [Blocked Image: https://i.imgur.com/NIOmY5d.png][Blocked Image: https://i.imgur.com/bozZ6MP.png][Blocked Image: https://i.imgur.com/MYWCKKb.png][Blocked Image: https://i.imgur.com/OL5BGmy.png][Blocked Image: https://i.imgur.com/mLZlS7n.jpg][Blocked Image: https://i.imgur.com/3zrTNG6.png][Blocked Image: https://i.imgur.com/Olc7cBH.png]

  • -HP-
    • February 3, 2020 at 6:30 PM
    • #37

    tremendous paintovers!

  • JackT
    • February 4, 2020 at 7:27 AM
    • #38

    I'm in love with the grey colour palette used. Please give tips on creative process. Would love to incorporate this workflow into my next map. Also, what is the pipeline for processes like modelling and textures?

  • zombi
    • February 4, 2020 at 6:40 PM
    • #39
    Quote from Thewhaleman

    On 2/3/2020 at 6:13 PM, Thewhaleman said: Early concepts for Chlorine for those who are interested.

    It's really cool! Give me more

  • RA7
    • February 4, 2020 at 9:20 PM
    • #40

    Great work ?

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