1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. Members
  3. JeanPaul

Posts by JeanPaul

  • [UDk] Multiplayer Map WIP

    • JeanPaul
    • February 14, 2013 at 7:18 PM

    First off no one gives a fuck about orthographic views

    Second, my eye isnt drawn anywhere in your shots. Get some directive lighting in there, its just one giant pipe mess right now.

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • February 14, 2013 at 7:16 PM

    I dig the hell out of the new design bro

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • January 28, 2013 at 2:48 AM

    Where did this come from? How long did it take you?

  • The Last Stand!

    • JeanPaul
    • January 18, 2013 at 9:36 PM

    Knoxville is awesome and you guys are just mindlessly hating

    Arnold is the best though so I definitely have to see this

  • cp_imbricatus

    • JeanPaul
    • January 9, 2013 at 4:46 PM
    Quote from Psy

    The architecture is cool as fuck...from a technical standpoit...but the map isn't easy to read and nothing is drawing my eye towards particular areas. I think you've taken the idea that "TF2 isn't realistic" too far and have ended up with an incoherent clusterfuck of a map.

    Yeah this is why I wanted to abandon it.

    Take a look at this post yyler made on tf2maps.net

    http://forums.tf2maps.net/showpost.php?p…2&postcount=109

    I think I pretty much agree on all his points. Which subsequently means I need to cut my losses and move on. Idk if I should make another tf2 map or not, but I really dont think it would be smart to continue on this one. Thoughts anyone?

  • cp_imbricatus

    • JeanPaul
    • January 9, 2013 at 3:10 AM

    My map features a massive curved warehouse that circles a large water tower that with grain elevators shooting out of it and a giant ass laser. Explain to me how that is realistic please

    But yeah, it gets more and more refined with every release.

  • cp_imbricatus

    • JeanPaul
    • January 9, 2013 at 2:49 AM

    Man Im excited to release this!

    This alpha should be really intense and super fun. I emphasized the verticality in this version and I really urge people to give it a few rounds before criticizing the layout. I want this map to be an epic uphill push for blue.

    Note - its not optimized yet, so I can almost promise you some parts will be laggy.

    Alpha 5

    [Blocked Image: http://i.imgur.com/zKX99.jpg]

    [Blocked Image: http://i.imgur.com/jYFEo.jpg]

    [Blocked Image: http://i.imgur.com/IhJBT.jpg]

    [Blocked Image: http://i.imgur.com/fNmlg.jpg]

    [Blocked Image: http://i.imgur.com/Gi9B5.jpg]

    [Blocked Image: http://i.imgur.com/i7UVd.jpg]

    [Blocked Image: http://i.imgur.com/ykgSz.jpg]

    [Blocked Image: http://i.imgur.com/Kkaf1.jpg]

    [Blocked Image: http://i.imgur.com/4ke7O.jpg]

    [Blocked Image: http://i.imgur.com/Qvd3q.jpg]

    [Blocked Image: http://i.imgur.com/yVtQ2.jpg]

    [Blocked Image: http://i.imgur.com/ir9CD.jpg]

    [Blocked Image: http://i.imgur.com/CLYVF.jpg]

    [Blocked Image: http://i.imgur.com/HVtKP.jpg]

    [Blocked Image: http://i.imgur.com/CtRh8.jpg]

    [Blocked Image: http://i.imgur.com/hiB5s.jpg]

    [Blocked Image: http://i.imgur.com/MU0ga.jpg]

    [Blocked Image: http://i.imgur.com/CiUI7.jpg]

    Download:

    http://jeanpaultron.com/maps/cp_imbricatus_a5.zip

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • December 28, 2012 at 7:13 PM
    Quote from Rick_D

    you're right, everyhting puddy has ever said is now incorrect because of your personal experience :D:D:D:DDDDDDDDDDDDDDDDDDDDd

    you bring balance to the universe

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • December 23, 2012 at 5:02 PM
    Quote from Puddy

    From the look of it, the design does seem flawed. There's simply too much going on.

    Solid de_ layouts are one of the hardest things to design...

    While in the middle of a tf2 map, I seriously disagree. Designing a map for a game with one type of player is infinitely easier than balancing for 9 classes.

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • December 22, 2012 at 11:35 PM

    Too blocky, get some more angles in there!

  • Metro: Last Light

    • JeanPaul
    • December 19, 2012 at 10:43 PM
    Quote from D3ads

    I thought for a minute there you actually get a real AKS-u when you preorder, but then I realised that would be silly lol.

    Okay glad I wasnt the only one.

  • cp_imbricatus

    • JeanPaul
    • December 19, 2012 at 7:08 PM

    Alright thanks guys Ill just take a break and see what happens. Its almost to the point of me not even wanting to look at the map haha.

    Have any of you here played it in any of the tests?

  • cp_imbricatus

    • JeanPaul
    • December 18, 2012 at 10:08 PM

    So I have spent the last month or so on alpha 5 and I dont know what to say.

    I think I might scrap the entire map.

    I set out to create a fast paced 3cp A/D map with an emphasis on height advantages and vertical gameplay. For the most part I feel I accomplished that but I also feel this beast has slipped out of my control and went on its own rampage down frankenmap road. Ive spent over a thousand hours on this map since I started it mid august so this is no small investment in time. My main problem with the map is its apparent feeling of no direction.

    Im making this post to see what other's think. Should I scrap it? Am I being too critical of myself? Should I just take the lessons I have learned in this map and start a new project? Would it be a total shame to see this map go to waste? Am I just becoming tired of this project?

    Help!

  • RAGE: The Scorchers

    • JeanPaul
    • December 14, 2012 at 9:38 PM
    Quote from cincinnati

    if anything is wrong with rage, it's the 2011 gameplay. the 1997 gameplay was pretty solid.

    good point, I misspoke.

    Will flamethrowers fix this shithouse?

  • RAGE: The Scorchers

    • JeanPaul
    • December 14, 2012 at 7:51 PM

    Will flamethrowers fix the 1997 gameplay?

  • WIP in WIP, post your level screenshots!

    • JeanPaul
    • December 11, 2012 at 5:20 PM

    Incredible.

    And holy shit what if that was what tf2 looked like. Source :/

  • koth_roundhouse

    • JeanPaul
    • December 9, 2012 at 7:43 PM

    I fucking love this design.

    in conjunction with what others have said, I can definitely tell (from the screens alone) that mid needs more cover. You could easily slap some trains on those tracks (maybe with some partially in the garage) and youd then have some more height variation which is always welcome.

  • [cs:go] Cs_siege_go_rc1

    • JeanPaul
    • December 8, 2012 at 3:10 AM

    Definitely jealous of the talent here, good work.

    I also like that you actually propped out the ceiling windows in the warehouse

  • Old maps

    • JeanPaul
    • December 7, 2012 at 2:53 AM

    wut

  • PainKiller Hell and Damnation

    • JeanPaul
    • December 3, 2012 at 10:16 PM
    Quote

    ' timestamp='1354563784' post='318136']So, anyone grab this? I havent got around to play it yet, but I want to before the end of the year. Gameplay looks freaking spot on!

    Play it.

Discord

The Mapcore Discord is our lively IRC channel of the 2000s reborn. Chat about level design, gaming, and more.

Latest Posts

  1. Custom Gamemodes Contest

    Angel
    July 20, 2026 at 11:46 AM
  2. FAQ

    Angel
    July 20, 2026 at 10:14 AM
  3. Tangerine

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

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

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

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

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

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

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

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™