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  2. NeoNautica

Posts by NeoNautica

  • The Division - Open Beta Info

    • NeoNautica
    • March 11, 2016 at 1:50 PM

    If anyone is playing on Xbox One hit me up (NeoNautica). Level 30 and working on getting high-end (gold) gear. Northern dark zone is a lot harder without my console commands... heh.

  • The Division - Open Beta Info

    • NeoNautica
    • February 9, 2016 at 7:29 PM

    A heads up to anyone who missed the closed beta. The open beta is coming up soon with a new story mission, bug fixes, and other updates:

    [Blocked Image: http://static9.cdn.ubi.com/resource/en-US…news_238105.jpg]

    More information can be found here

    New Factions video to check out as well:

    External Content www.youtube.com
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    Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.

  • The Division - Closed Beta Codes

    • NeoNautica
    • January 27, 2016 at 1:51 PM

    Step 3 on the registration site (this webpage) allows you to enter up to 3 friend's email addresses.

    Those who got codes can begin pre-loading the closed beta now :)

  • The Division - Closed Beta Codes

    • NeoNautica
    • January 23, 2016 at 10:50 PM

    All codes have been claimed! I'll update this post if I am able to get more.

  • The Division - Closed Beta Codes

    • NeoNautica
    • January 23, 2016 at 10:21 PM
    Quote from laminutederire

    I was asking performance-wise :) because if it's anything like Siege, I'll have some troubles running it despite being at the minimum requirement!

    I'm not sure since I have a higher end PC. The PC version has lots of options to adjust and tweak so it should run :) (maybe... lol)

  • The Division - Closed Beta Codes

    • NeoNautica
    • January 23, 2016 at 8:01 PM
    Quote from laminutederire

    is it as demanding as Siege?

    Not at all! The Closed Beta has some single player and then some Dark Zone, so you can play at your own pace. It's better with a group of course!

    Quote from blackdog

    I was really tempted, then realized it's only 2 days :| minus the time you need to real life.

    It can be a bit tough to find the time on the weekend :)

    Quote from leplubodeslapin

    I already got an access at the PGW (Paris Games Week) but maybe we can play together ? Is it coop or PvP ? I don't even know what it will be

    I'll be playing on PC, so if you want to group up add me to your Uplay friends list: NeoNautica

  • The Division - Closed Beta Codes

    • NeoNautica
    • January 23, 2016 at 6:32 PM

    [Blocked Image: https://pbs.twimg.com/media/CYv_qpeW8AAk-zL.jpg:large]

    All codes have been claimed! They are good for any platform (Xbox One, PS4, or PC) and have to be redeemed through this webpage.

    Bonus: You can invite 3 friends to join the closed beta as well when you redeem your code by entering their email address. So if members want to work together you can get up to 24 players into the closed beta.

    I'll PM a code to the first 6 replies saying they want one.

    Additional Notes:

    • I might be getting 5 more access codes this week. I'll post an update if I do.
    • You will need a Uplay account
    • PC specs can be found here
    • The Beta FAQ can be found here

    See you in the dark zone!

  • [CS:GO] cs_nzuri

    • NeoNautica
    • March 20, 2015 at 5:26 AM

    Update:

    I’ve continued to make progress on the lobby vertical slice at a decent pace over the last week. The list of textures and objects I want to put in it is getting shorter (and they will be used in other parts of the level as well). Starting to get that grandiose feel I want to achieve when the player comes through the front doors.


    Picked up substance designer and I’ve started to make materials in it for the map. I’ve made a new drywall, metals, and a metal trim piece in it with more on the way. The thought is that if CS:GO is ported to Source 2 I’ll be able to boost the resolution of all textures made in substance quickly


    (Plus its a lot of fun to use!)


  • [CS:GO] cs_nzuri

    • NeoNautica
    • March 12, 2015 at 6:27 AM

    Been a little while since I posted an update, but there has been some progress made on the map!


    Update:

    After wondering why my envcubemaps weren't working a figured out my shader setttings in game were set too low. After fixing the video settings I quickly learned everything was a mirror and corrected the spec masks on almost all of the textures. That was some really shiny wood.


    Been learning the Wall Worm tools to get custom 3D models into the game from Max. I've got a decent workflow going with it now


    After finish a pass on 95% of the brushes throughout the level I've shifted my focus to completing the lobby. This is an effort to make a vertical slice of the quality I want to bring the level up to. It has also proven to be very valuable to learn many aspects of the source engine! Still needs a bit of work at the moment.


    Note:

    The workshop item has not been updated at this time. Having some touble with VIDE tonight.


  • [CS:GO] cs_nzuri

    • NeoNautica
    • February 20, 2015 at 7:58 AM

    Updates:

    Reworked the port-conchere area completely adding in a fountain, awning, more pronouced entrance, etc. Paired with the hotel towers that will be placed in the skybox it should make for an impressive first impression for spawning CTs.


    Gutted and rebuilt the lobby within the same footprint. Pushed back and reduced the number of pillars to open up the space. The front desk will get some more love when I texture the area.


    Next Steps:

    Working on the hallways flanking the lobby and then completing the initial texture pass for the map brushes.


    Additional Notes:

    The port-conchere awning will become a static mesh due to brush precision not being high enough for the shape I want. It ends up looking cracked on the curved sections even after snapping all the verts


    Edit:

    Updated the steam workshop with the latest version of the map!


  • [CS:GO] cs_nzuri

    • NeoNautica
    • February 13, 2015 at 1:44 PM

    kinggambit - The rescue zones will be outside in the porte-conchere area. The exact placement and size is yet to be finalized due to the area being incomplete.

  • [CS:GO] cs_nzuri

    • NeoNautica
    • February 13, 2015 at 7:11 AM

    Updates:

    The Restaurant/Bar has its first pass complete although it’s a bit too brown for my taste at the moment.


    The casino is in progress and has some significant changes to make combat more interesting. The high limits area is now a diamond shape while the stairs on the CT side have been given a similar treatment to create a more memorable chokepoint. This also fixed a sightline from the CT side that could see the T entrance which will (hopefully) encourage more combat within the casino. Materials for this area are incomplete!


    I’m starting to toy around with ideas for the CT spawn area while figuring out the next steps for the main lobby and supporting hallways.


    Additional Notes:

    I've been moved to a new project at work which has pushed all dev time for the map to home (which will be slower). I'll just have to make more bite sized goals!


  • [CS:GO] cs_nzuri

    • NeoNautica
    • February 3, 2015 at 1:35 AM

    Gooby - Its based off some reference I found, but I made the lines a bit too thin after scaling down the texture. It will be adjusted or replaced on the next pass of that area

  • [CS:GO] cs_nzuri

    • NeoNautica
    • January 29, 2015 at 10:05 PM

    TheGuma - I checked out de_nightfever_beta on the workshop and feel it's quite a bit different from what I'm aiming to achieve with this map.


    Update for the week: Fleshed out the office, security room, and hotel atrium to get a better look/feel for these areas. No significant layout changes to these rooms, but I've been optimizing the brushes and changed some elements to instances to make it easier to work with the map as it grows in complexity.


    The Workshop Page has been updated with a new version of the map.


  • [CS:GO] cs_nzuri

    • NeoNautica
    • January 23, 2015 at 10:52 PM

    I'll definitely schedule a playtest when the map is in a less exploitable state.


    Update for the week: Been experimenting with the look and feel of the office area. Just brush work and adding custom materials at the moment while planning out custom prop needs. The break room has the biggest changes layout wise, but it hasn't affected the timings of choke points. Office and security room haven't been touched yet.


    I made a pass at the atrium, but dislike it and will not be showing it until a better version is made.


  • [CS:GO] cs_nzuri

    • NeoNautica
    • January 16, 2015 at 10:00 PM

    Just learned how to get the map on the workshop:


    cs_nzuri Steam Workshop Page

  • [CS:GO] cs_nzuri

    • NeoNautica
    • January 16, 2015 at 9:04 PM

    Been a while since I've worked on a personal project and decided to go with a CS:GO map. Its the complete opposite of what I've been doing at work and figured it would be refreshing change of pace (so far it has!). It is also my first source map that isn't a test gym, so I've got a lot to learn as the map progresses.


    Location: Hotel/Casino located in a Las Vegas-ish area. Main inspiration is the Aria and will be going with a modern look to the architcture and furnishings.


    Backstory: Terrorists attempted to pull off a hiest at a casino, but failed and took hostages when the police arrived on the scene.


    Current Status: Finished the inital block out stage and will be refining the spaces.


    Additional Notes:

    - It takes each team about 12-14 seconds to reach the right and left choke points (favoring the terrorists by 1-2 seconds)

    - Center choke point is a one way drop from a vent which takes CT's roughly 30 seconds from spawn to falling into the office area.

    - Arrows denote stairs on the overview shot

    - All of the glass is breakable and the doors are usable adding more mayhem in the office area

    - "Nzuri" is swahili for "beautiful"

    - Ceilings will be added in the near future


  • [TF2] PLR_Struggle [WIP]

    • NeoNautica
    • September 16, 2009 at 2:13 AM

    Download:

    PLR_Struggle PreAlpha Ver00

    Info:

    - This is my first TF2 map, so feedback is greatly appreciated!

    - The first stage is nearing the end of the gray level phase (I hope) and the other 2 stages do not exist yet

    - My goal for this map is to make a tight, faced paced PLR with good use of vertical height changes/layers (which makes posting a top down shot pretty useless)

    - Planning to use the same texture set as PLR_Pipeline (currently has no final art in place)

    - While the map has spawn points for 32 players I think it will be best played with 16 or 20

    - Currently looking for feedback on potential gameplay problems or ideas/suggestions

    Screenshots:

    [Blocked Image: http://ghidora.liquidweb.com/~neonauti/NightLife/plr_struggle0000.jpg]

    [Blocked Image: http://ghidora.liquidweb.com/~neonauti/NightLife/plr_struggle0001.jpg]

    [Blocked Image: http://ghidora.liquidweb.com/~neonauti/NightLife/plr_struggle0002.jpg]

    I have worked with the Unreal Editor and the Vicious Engine for a while, so the transition isn't too bad. Always fun learning a new editor

  • WIP in WIP, post your level screenshots!

    • NeoNautica
    • September 27, 2008 at 5:26 AM

    Been roughing out the next building:

    [Blocked Image: http://ghidora.liquidweb.com/~neonauti/NightLife/Render_83_B.jpg]

    I'm liking the overall shape, but details will be tweaked

  • WIP in WIP, post your level screenshots!

    • NeoNautica
    • September 17, 2008 at 3:50 AM

    Got the stuff inside the store and tweaked some of the exterior colors. The signs and strips on the building pulse, hence the different colors in each shot. Lighting could still use some tweaking, but I'll save that for another time.

    Note: This is in the Unreal Tournament 2004 engine and the interior is pure deco (player can not get inside, but they can run around and on top of the building).

    [Blocked Image: http://ghidora.liquidweb.com/~neonauti/NightLife/Render_82_B.jpg]

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