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. Radu

Posts by Radu

  • Creating a skybox from scratch

    • Radu
    • September 10, 2015 at 9:36 AM

    Creating a skybox can sound pretty easy - 6 textures that blend together at the edges without any visible seams. Simple ones, like clear skies, can be done quite quickly and without too much trouble; more elaborate ones, cloudy skies - multiple types of clouds, can be a pain if you do not have a development process to follow. I think that's what discourages people to create their own skyboxes. There aren't that many tutorials on how to create good quality ones and most of them are completely outdated; and the ones that are valid don't follow the same method.

    I think that a lot of people on this forum would appreciate a clear and relevant tutorial on how to create a skybox. I know I would.

  • [WIP] de_diversion

    • Radu
    • September 5, 2015 at 1:14 PM

    de_diversion is a classic bomb/defuse map set in an industrialized rural area. More info to be added later*

    Design principles:

    - simple three lane layout

    - smooth navigation flow

    - readability

    - open spaces

    - 5v5 competitive balance

    Overview image (updated to current version):

    [Blocked Image: http://i.imgur.com/WifTq62.png]

    Download link: https://drive.google.com/file/d/0BzBrHg…iew?usp=sharing

    Screenshots:

    Quote

    de_diversion v1:

    [Blocked Image: http://i.imgur.com/1A9B5Mc.jpg]

    [Blocked Image: http://i.imgur.com/72go4yK.jpg]

    [Blocked Image: http://i.imgur.com/9u5iH9W.jpg]

    [Blocked Image: http://i.imgur.com/uBhwGu4.jpg]

    [Blocked Image: http://i.imgur.com/0b2IBX4.jpg]

    [Blocked Image: http://i.imgur.com/uiKi3oY.jpg]

    Display More
    Quote

    de_diversion v2:

    [Blocked Image: http://i.imgur.com/mN2vOcH.jpg]

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

    [Blocked Image: http://i.imgur.com/yiyeU2z.jpg]

    [Blocked Image: http://i.imgur.com/my7lnmQ.jpg]

    [Blocked Image: http://i.imgur.com/dUESn37.jpg]

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

    Display More
    Quote

    de_diversion v3:

    [Blocked Image: http://i.imgur.com/mysw8SE.jpg]

    [Blocked Image: http://i.imgur.com/st3Ls1r.jpg]

    [Blocked Image: http://i.imgur.com/gQR4mDt.jpg]

    [Blocked Image: http://i.imgur.com/8eR3xs3.jpg]

    [Blocked Image: http://i.imgur.com/O8cSQE6.jpg]

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

    Display More

    Change log:

    Quote

    v2 changes:

    -reshaped stairs on B paltform
    -clipped stairs on B platform
    -clipped fence on B
    -fixed sniping angle from B platform to T entrance to B
    -added cover on B entrance from T side
    -made T entrance to B tighter
    -reshaped generator on B
    -added second smaller generator on B
    -removed most wooden crates on B and reshaped the place to add more natural cover
    -removed fence on middle
    -completely reshaped A
    -changed skybox texture

    v3 changes:

    -fixed bomsite A/bomsite B mixed signs
    -cleaned A
    -added ramp/platform on A
    -moved A connector to mid closer to middle of the warehouse
    -reshaped A connector to mid
    -made A entrance from T side wider
    -made A entrance from CT side a bit tighter
    -reshaped A long from T
    -remade middle
    -remade CT route to middle
    -removed old connector from T side B route to mid
    -added vent from T side B route to mid
    -reshaped B route from T
    -reshaped T spawn

    Display More
  • de_royal (previously de_street)

    • Radu
    • August 28, 2015 at 10:17 AM

    Add some warm lights to guide the player and highlight key areas.

  • De_Melite

    • Radu
    • August 22, 2015 at 9:24 AM

    The vegetation growing on the walls looks unconvincing and a tad repetitive. Other than that, the environment seems to be done well; clean and visible.

  • Gibhard

    • Radu
    • August 10, 2015 at 6:49 PM

    I can only imagine what a splash, literally splash of blood, the multiplayer will be. Is there an option to control if the gibs/blood remain in the level?

  • [WIP] cs_coup

    • Radu
    • July 2, 2015 at 2:31 PM

    Get rid of that pointless image blur.

  • [WIP] de_pavilion (withdrawn from contest)

    • Radu
    • June 6, 2015 at 8:10 AM

    I like your theme idea, but the map is way too huge; really long lines of sight - awper heaven. Keep the size under 4000x4000 units. Don't have corridors/pathways longer than 1200-1700 units. You want to be able to play a level with a wide variety of weapons, so think in advance when designing an area - would this design decision overpower a certain weapon? would you be able to use smgs effectively here? Also, don't forget about smokes. If everything is open and wide, smoking will be rendered useless; people can just walk around the smoke safely. The overall layout seems okayish, but I would redesign middle on ct side as it seems a bit hard to control; they have no cover (take dust2's doors for example).

  • [WIP] de_eeb4

    • Radu
    • June 5, 2015 at 1:13 PM

    I see this is the very first level you have ever created, so I think it's appropriate to congratulate you on finishing and releasing it. I'm sure you have learned a great deal about developing a level and using the hammer editor, but you still have a long way to go.

    I don't mean to sound harsh, but this map is one giant mess. I understand that you wanted to create an interesting level to look at, but the amount of random props is ridiculous; some don't even make sense to be there. It's just detail for the sake of detail, with no logical placement whatsoever. For a competitive map you would want a visually easy to read environment and a layout that is fluid/easy to navigate. Lighting is a great way to improve readability and also set the mood of the level. Unfortunately, your current lighting doesn't help in that regard; it's sad and uninteresting. I can't imagine those are the kind of emotions you want to convey to players.

    I would recommend that you do some research on level design and more specifically competitive level design for counter-strike. One great way to learn what makes a good competitive level is to study the existing ones that are hailed as the best, such as de_dust 2, de_cache, de_mirage, de_inferno etc. Once you are sure you have understood the basics, you should remake this level from scratch.

    Edit*

    It wouldn't hurt to post some screenshots in the op. Also, why don't you have an image of the layout? Get one!

  • Mapcore June 1 Announcement

    • Radu
    • June 1, 2015 at 3:12 PM

    [Blocked Image: http://s3-ak.buzzfeed.com/static/2015-03/23/15/enhanced/webdr12/anigif_enhanced-24992-1427137339-15.gif]

  • Mapcore June 1 Announcement

    • Radu
    • June 1, 2015 at 1:00 PM

    [Blocked Image: http://abload.de/img/gman1umrb6.gif]

  • de_port_go (remake of original de_port)

    • Radu
    • May 10, 2015 at 10:07 AM

    It looks like you threw in every prop you could find, even if some didn't make sense to be there. I don't know what you meant by "soft atmosphere", but the environment is really messy and visually hard to read. Lighting doesn't help either; it's really bland and doesn't aid you to navigate the map any better.


    I never liked de_port due to it's immense size, but it was nice to see a more open map in a sea where most were designed like a canyon. You should remake it from scratch and reduce it's size/change some areas so that it supports a wider variety of weapons. Make a prop palette that make sense beforehand and stick to it. Also, use cleaner textures to improve readability and light up paths/entrances to guide the player.

  • [CS:GO] ar_blocks WIP

    • Radu
    • June 17, 2014 at 11:29 AM

    Really sweet colors and idea! It reminds me of a map I was working on two years ago.


    [Blocked Image: http://cloud-4.steampowered.com/ugc/541804448598213340/8C3095F2C78FC520F741048DA1E9D4B41B954AA7/]

  • [CS:GO] de_shotoen

    • Radu
    • April 6, 2014 at 10:51 AM

    You should definitely keep working on it. I think it would stand out so much from all the other cs:go maps.

  • Alien: Isolation

    • Radu
    • January 7, 2014 at 6:33 PM

    [Blocked Image: http://1-media-cdn.foolz.us/ffuuka/board/vp/image/1377/05/1377054022962.jpg]

  • MapCore CS:GO Playtesting 3.0

    • Radu
    • January 5, 2014 at 2:20 PM

    I'd also like to make an appointment for my map de_muskeg for the 7th of January.


    Download link: http://www.mediafire.com/download/83wj8…b/de_muskeg.rar

  • WIP in WIP, post your level screenshots!

    • Radu
    • December 22, 2013 at 12:09 PM

    It certainly changed a lot over the previous weeks. Any feedback would be greatly appreciated. I'm planning on making the middle area some sort of warehouse, the rest of the map being quite open- a forest.


    [Blocked Image: http://oi44.tinypic.com/2v15kwm.jpg]

  • [CS:GO] de_shotoen

    • Radu
    • December 4, 2013 at 9:16 PM

    Pretty nice to see a fresh theme for a cs:go level.

  • Q1 - In the Shadows

    • Radu
    • December 3, 2013 at 11:04 AM

    Great work! Voted!

  • The random model thread!

    • Radu
    • September 4, 2013 at 9:30 PM

    They look great and fit pretty well. I wouldn't worry about it too much. It would be amazing if you guys improved the level's textures as well.

  • The random model thread!

    • Radu
    • September 3, 2013 at 3:29 PM

    Valve should put more work into their art assets. Your wagons put everything else on that map to shame.

Discord

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

Latest Posts

  1. BELEK: turning Rouen into competitive FPS maps (Godot project, feedback wanted)

    zlatan24
    November 12, 2026 at 6:23 PM
  2. CS2 sticker critique | Would the eye or blade read first on an AK?

    EmberKrakenCS2
    November 9, 2026 at 10:21 PM
  3. dod_poznan

    Smile_2000
    November 9, 2026 at 9:10 AM
  4. [cs2][WIP] De_digital (A side only) Looking for Feedback

    Howw3
    November 5, 2026 at 9:22 PM
  5. Hello from Normandy: Metin, working on a tactical FPS

    Thrik
    November 2, 2026 at 10:19 PM
  6. How do I setup CS1.6 mapping on linux?

    zlatan24
    November 2, 2026 at 6:43 AM
  7. CS:S | de_honor | Map creation process by D'artagnan

    Dartagnan
    November 1, 2026 at 5:41 PM
  8. Made a map maker for my indie game.

    daud2k7
    November 1, 2026 at 4:19 PM
  9. First CS2 Maps DM and Bomb Defusal

    zlatan24
    November 1, 2026 at 3:06 PM
  10. POLYSTRIKE - Finally Announced After Years of Development!

    MetinSaygin
    October 31, 2026 at 10:57 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™