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  2. Wail

Posts by Wail

  • Destiny

    • Wail
    • September 20, 2014 at 7:19 AM

    This game just doesn't grab me in any way. The story seemed a little bit interesting for the first day that we played it, but by the second day I felt like we had seen everything the game had to offer. Halo wasn't my favorite game series of all time either, but it at least seemed to break up the gameplay a bit more, story that was more present, characters that seemed more alive, and music that kicked ass.

  • Counter-Strike: Global Offensive

    • Wail
    • December 14, 2013 at 12:55 PM

    I don't have any nostalgia for Counterstrike maps (CS:GO is the first CS game I've played) but I personally prefer the community made version of Mirage to Valve's version of the map. It's just a lot more readable. Cobble remake Valve is doing looks like a big visual improvement in the sense of relating the architecture to human scale, but hopefully one of the lessons they learned from Mirage is to ensure the readability of the environment above eye candy.

  • MapCore CS:GO Playtesting 3.0

    • Wail
    • December 13, 2013 at 11:49 AM

    Pakistan:


    I liked the aesthetic of this map, but I'm concerned about specifically the middle corridor of the map -- This is a pretty large area in terms of actual size, but was underutilized in our playtesting. Typical flow pushes T's towards A or B along outer paths of the map, while rotating through mid is slower & more convoluted than it should be.


    Not that this necessarily needs to be changed. Mid design reminds me of Mirage in some ways (but I don't like Mirage's mid either...).

  • CS:GO Workshop: Weapon Finishes

    • Wail
    • October 26, 2013 at 1:25 AM

    I'm interested in making some weapon finishes, unfortunately I didn't find Valve's guide very helpful at all on the actual execution part. Are there any good resources out there you guys know of to get started with this? (I'm not highly versed in Source, more of an Unreal guy.)

  • Steam to allow users to share their games

    • Wail
    • September 11, 2013 at 7:42 PM

    If this really allows me to easily loan games to people like I might a book or CD, then my mind has been blown.

  • MapCore CS:GO Playtesting 3.0

    • Wail
    • August 26, 2013 at 10:24 PM
    Quote from blackdog

    de_bagra

    My first time on the map, really enjoyed it. I started on T-side, I think is the most crucial impact one can have on these maps, and it was easy to find my way. Areas are simple in a good way, with main structure/details that make 'em recognizable.

    Map feels very horizontal (wide with shorter range of frontal confrontation) and that felt a bit boring, but is effective.

    Seems a tad CT oriented, but that can be because of team balance.


    Someone called it out already during the test, but the big flag seems to be distracting, while spectating I noticed one last man standing that got his eye caught by it, apparently.

    If that's a landmark to orientate the player, you can go for a minaret if you end up using the Mirage texture set. If it's for prettyness or making the area stick out, you could use hanging flags.

    Display More


    Yeah, I think this is a good base as is. I like what was done with CT spawn actually (changing it from elevated to recessed) since last playtest.


    I have some concerns on a couple of points, but honestly I don't think it's possible to make any sort of determination on these issues without extensive playtesting:


    (A.) Seems CT sided a bit as said. CT have like 4 excellent sniping spots that I think might give a little bit too much of an edge:

    1. A side elevated room.looking down long

    2. Down mid from CT->B mid connector

    3. Down mid from mid balcony/TV room

    4. Down B approach from the box room


    I am utterly terrible with the AWP but I was kicking some butt with the AWP on CT side. Three times I got double kills with one shot -- Granted, this could be that we were playing against partially-bot teams, and teams that weren't using flashes and smokes effectively, but still. A good AWPer would clean up in these positions IMO.


    (B.) I'm not sure if A-short is a good path to take for T's. It just seems like it's really difficult to make that approach due to the doors, and any time/initiative advantage you might get from a quick attempt at a rush on Short-A is cancelled out by the doors. There aren't even any good potential grenade uses here to help clear the room, unless you're just going to blow down the doors and rush them.


    (C.) Even though the map is I feel somewhat CT sided, the major feeling I get is that A site is too easy to stack for CTs and B site is the preferred option for Ts to attack since (as CT) it just takes you a second or two too long to get there.

  • What have you read lately?

    • Wail
    • August 23, 2013 at 9:17 PM
    Quote from Nysuatro

    [Blocked Image: http://www.significancemagazine.org/SpringboardWebApp/userfiles/sig/image/AbdelUpload/9780374275631.jpg]

    Was not an easy read, but interesting nonetheless.


    This is an awesome book. Pretty approachable too.


    Myself:


    [Blocked Image: http://images.mobilism.org/?dm=RB4J]


    Most challenging books I have ever read in my life. I just finished reading them and I feel like I want to reread them again.

  • MapCore CS:GO Playtesting 3.0

    • Wail
    • August 23, 2013 at 1:57 AM

    Sorry I missed this one, looks really good. Hopefully I'll get a chance to play and give feedback at one of the upcoming playtests.

  • Traditional Arts and CG.

    • Wail
    • August 22, 2013 at 8:06 AM

    In my opinion: Far better to learn the technical stuff in a structured environment with knowledgeable teachers.


    Art History can be studied on your own time, at your own pace, using your local library and museums. If you need some guidance talk to the professors and ask them for their reading lists, then write down all those titles and read them.

  • MapCore on social networks (LinkedIn, Twitter)

    • Wail
    • August 22, 2013 at 7:47 AM

    https://twitter.com/_wail in case anyone is interested.

  • Diablo 3

    • Wail
    • August 21, 2013 at 7:36 PM
    Quote from dux

    Amazing CG again. But I doubt I'll bother with this after the disappointment that was the main game.


    This. Although for me the biggest issue was the hash they made of the storyline and setting. I'm totally expecting major gameplay improvements, but I don't know if I can muster up the interest unless the story somehow reverses all the bad elements of D3.

  • MapCore CS:GO Playtesting 3.0

    • Wail
    • August 19, 2013 at 4:46 PM
    Quote from Puddy

    DE_Bagra


    It took a while to learn since the map is pretty "naked" and mostly consisted of dev textures. But once you got a hang of things it was a pretty damn enjoyable layout. Don't know if the layout might be slightly on the too interconnected side of things, considering there are so many paths, connectors and sightlines to think about.


    I had fun with my AWP. Perhaps too fun?


    I really enjoyed this map, and I'm hesitant to make too many suggestions for alterations. I do feel like it plays better with teams of more than 5 though. It's just larger than a standard map.


    Couple of things I think might be worth considering:


    1. Mid is pretty wide and particularly dangerous for CTs to cross going to B site (less so for Ts due to the boxes at their entrance to mid). It might be worth thinking about narrowing mid up, or adding some cover for CTs.


    2. On B approach, there's a room with boxes that connects to mid. This room is actually fine, but if you follow the approach to B, you end up going from "twisty box room" to "twisty corridor." This area just feels off to me because it's too maze-like. I would probably get rid of that second turn by angling out the walls and buildings so that it just opens out into B site.


    3. Between A short and A long there is a door on an elevated area. This part actually confused me a lot while playing because I wanted to know how to get up there (it doesn't look like there is a way, unless you jump on people's heads).


    I'd like to get another playtest of this before offering any more suggestions.

  • Deathmatch Map Design: The Architexture of Flow - Re-Post

    • Wail
    • June 27, 2013 at 9:23 AM

    This was a pretty good read, I just wish there were more to it. I was hoping specifically for some more discussion on building deathmatch levels specifically, as I always tend to overthink layouts for DM as there are no set objectives. Those and large-scale outdoors maps featuring vehicles always push me into analysis paralysis mode, as there are so many competing priorities and concerns that I oftentimes feel that there is no way to judge whether what you have is good without just getting your hands dirty and playtesting. Also very curious about data gathering tools and when & how those are utilized.

  • de_ali (working name)

    • Wail
    • June 16, 2013 at 8:05 AM

    Not to be too critical, as I feel like these screens / this new version is a big improvement over the older versions. But I wouldn't mind seeing some (mild) colors back in on the buildings. Palette is pretty monochrome and I think the map lacks some individual character.

  • Counter-Strike: Global Offensive

    • Wail
    • June 7, 2013 at 9:08 PM

    I guess these people would rather play in a grey box. I mean, you can't get much cleaner than that, right?

    Then again there are probably way more people on the other side of the fence, that don't care about gameplay. So I don't know that I'd complain too much about the pro-l33t guys.

  • WIP in WIP, post your level screenshots!

    • Wail
    • May 30, 2013 at 7:58 PM
    Quote from Minos

    I see what you mean. I kept the palette really small though, it's pretty much colors analogous to green (greenish blue and yellow). The red is there as an accent, I tried other colors and they all look like shit. Agree about the teal line on the bridge though, it's a legacy from the old color scheme I was going for and looks really out of place now Thanks for pointing that out!

    I personally like the teal light along the bridge, as it ties into the teal lights on the doors on the building, and the general atmosphere of the scene. However changing them all might not be a bad idea.

    I also feel like there's a bit of a disconnect between the color theme (cool blues) and the narrative implications of "Sovereign Co" & the soldiers standing guard (militaristic, aggressive). Something to think about.

  • League of Legends

    • Wail
    • May 30, 2013 at 4:10 PM
    Quote from Taylor

    I think this is a fantastic case-of-point. Defence of the Ancients just added two new heroes: Kaolin, the Earth Spirit (who is kind of like a melee Syndra who places down rocks other skills interact with) and Nerif, the Oracle. Every single skill on the latter would never appear in League of Legends based on concepts like "burden-of-knowledge" and "anti-fun." And yet... they sound really interesting and it's clear how the hero could plug into interesting compositions.

    Fortune's End:

    ===============

    (Channeling, Enemy Target)

    Channels Nerif's power into a bolt of scouring energy for up to 3 seconds. When released the bolt strikes the targeted enemy, dealing damage and purging in an AoE around them. The purge duration is equal to the time spent channeling.

    Cast Range: 650

    Damage: 75/150/225/300

    AOE: 215

    Purge duration: Up to 3 seconds

    Cooldown: 12

    Manacost: 130

    Note: The purge happens before the damage and also removes Fate's Edict and Purifying Flames.

    Fate's Edict:

    =============

    (Target Ally/Enemy)

    Nerif enraptures the target, rendering them unable to attack, granting them 100% spell resistance, and increasing the damage they take from other damage types by 50%. Can be cast on both allies and enemies.

    Duration: 3/4/5/6

    Cast Range: 700

    Cooldown: 14

    Manacost: 50

    Purifying Flames:

    ==================

    (Target Ally/Enemy)

    Burns away impurities from the target, dealing heavy damage and causing them to regenerate life each second for 9 seconds. Can be cast on both allies and enemies.

    Damage: 90/180/270/360

    Regeneration per second: 11/22/33/44

    Duration: 9

    Cooldown: 3

    Manacost: 30/45/60/75

    Cast Range: 750

    Note: Damage is nonlethal on allies.

    False Promise:

    ==============

    (Target Ally)

    Temporarily alters the target ally's destiny, delaying all damage, healing and regeneration effects on them until False Promise ends. Ally is granted invisibility while attacking and moving. Removes all negative status effects when applied.

    The delayed healing is doubled when it is provided at the end of the duration.

    Cast Range: 1500

    Duration: 7/8/9

    Manacost: 100

    Cooldown: 20

    Note: All damage and healing happen immediately once the buff ends. This damage is lethal and is credited to the original damage sources.

    Display More

    Yup. Riot's design is like seeing someone make a card game like Magic, except the entire color Blue has been banned for being too complex. Any cards with rules that interact specifically with rules on an opponents card are disallowed (No special effects using white vs. black, for example), and creatures you summoned just automatically attack because it'd be too challenging to be able to control them.

    It's a shame that Riot has gone this direction with their design, because while some of their ideas make sense (for example, noticing that Mana Burn had a lot of side-effects in terms of how it impacted gameplay) they aren't showing a lot of creativity in resolving these challenges, instead just foregoing the use of interesting mechanics and not noticing how self-contradictory a lot of these design ideas are.

  • De_ruins

    • Wail
    • May 29, 2013 at 6:14 AM
    Quote from FMPONE

    epic. readability might still be an issue but damn if it isn't sexy!

    I was thinking the same thing. Damn sexy, but worried about being able to pick out people.

  • League of Legends

    • Wail
    • May 26, 2013 at 4:34 PM
    Quote from Taylor

    Eh, yeah, about this... I’ve nothing against them adding new champions to keep the game evolving, for instance there are so many abilities and heroes in Defence of the Ancients that would provide instant spice and shake-up should they ever arrive in League of Legends... but they design everyone for zero boat-rocking.

    Like, this new pink Jedah Aatrox guy, what does he actually bring? What’s actually going to be different when he’s arrives with his £12 robot Jesus skin? He has the standard top-lane bruiser kit and “press R when team fight starts” ultimate. It’s almost like he was made to be the third successor to Rengar after Kha’Zix is nerfed into obscurity with him. Honestly, Lissandra was pretty interesting with Puck's Illusory Orb mechanic, but her ultimate is underwhelming: Why can't she ally cast it? Maybe they did consider this and it was just overpowered, but I worry it's because trolls burden-of-knowledge anti-fun. The interesting play potential is out-weighed by some idiot Ice Tombing their own Fiddlesticks during his channel. Whoa, this got ranty. I'm not mad or anything, it just feels like wasted potential.

    I agree with you a lot. Personally I feel that one of the big appeals of the MOBA genre is the burden-of-knowledge. Sure, it's great that I can go into a League of Legends match with 5 new heroes and not feel like I am going to instantly lose because of my lack of knowledge of what their kit does. At the same time, knowing that Riot is only going to release champions with abilities that fit into certain predefined limits based on their role takes a lot of the satisfaction out of formulating and executing great strategies in team composition and play. Since Riot, for the most part, doesn't like having heroes with abilities that are powerfully game-changing in the sense that your opponents must play in any way differently in response to them, you just have a sort of homogenized feeling across most of the champions (Ironically, the older champions are the ones with the most unique kits, which is one reason why seeing reworks of these champions always disappoints me.)

  • What have you purchased recently?

    • Wail
    • May 11, 2013 at 2:38 AM

    I exercise all the time, but I'd agree, diet is far more important.

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