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. BanJaxe

Posts by BanJaxe

  • de_minaret WIP

    • BanJaxe
    • May 26, 2013 at 2:51 AM

    Just played two playtest 5v5 matches.

    Leaning much more towards removing the red route now.

  • de_minaret WIP

    • BanJaxe
    • May 25, 2013 at 10:39 PM

    Yeah I've tried quite a few ideas for that area but none I've liked so far. Problem is solving this without making the map any more complex.

    Also closing either of them would create dead areas I'd need to rethink as well.

  • de_minaret WIP

    • BanJaxe
    • May 25, 2013 at 5:46 PM

    Well I think I agree but your comment is a bit too cryptic for me. Are you referring to somewhere on the map or just general advice?

  • de_minaret WIP

    • BanJaxe
    • May 25, 2013 at 8:53 AM

    Hey, thanks both. I just updated to alpha 2.

    Code
    - Redesigned mid tunnels!
    
    
    - Route from T spawn to long A is now more direct
    
    
    - Added new stairs for faster access to outlook & short A
    
    
    - Moved T spawn back a few seconds
    
    
    - Added more cover (especially in mid)
    
    
    - Added bombsite labelling/direction signs
    
    
    - Bombsite B skybox fixed
    
    
    - Many minor improvements/fixes
    Display More

    [Blocked Image: http://i.imgur.com/O3sXoLa.jpg]

    Quote from Squad

    Had a quick botplay on it. Seems like a fun layout, but there are too many sideroutes making the map too complicated (for example, when starting at CT spawn there are 5 routes/doorways to choose from).

    Remove all paths that are basically unnecessary.

    I like the little height variations throughout the map!

    Although I didn't close any routes this update I did streamline the mid section and added bombsite direction labelling so maybe these help a little.

    I'm considering closing one of the red or blue routes marked below because they achieve similar things (connecting Mid CT-side to Outside B T-Side). But I can't decide which to close and I'm not 100% sure I want to close either.

    [Blocked Image: http://i.imgur.com/60JHEiX.jpg]

  • de_minaret WIP

    • BanJaxe
    • May 20, 2013 at 5:09 PM

    Hello MapCore. My first post here. I noticed a few popular CSGO map creators were members here so I signed up.

    Working on my first CS map and I'm looking for feedback. It's currently the initial alpha release, visuals are very WIP, and the layout will probably change a bit (or even a lot) depending on testing.

    Workshop Link

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

    Bomb Site A:

    [Blocked Image: http://i.imgur.com/r8wBfDV.jpg]

    More screens:

    Site A Overview

    Site B Overview

    T Spawn

    Long A

    Thanks for any feedback, I'm open to any suggestions.

    Also add me on steam if you want to talk mapping:

    http://steamcommunity.com/id/BanJaxe

Discord

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

Latest Posts

  1. Building a Huge Library of Free Images for Everyone

    Thrik
    September 2, 2026 at 1:13 PM
  2. POLYSTRIKE - Finally Announced After Years of Development!

    Mocherad
    August 23, 2026 at 7:56 AM
  3. [CS:GO][WiP] cs_opera

    leplubodeslapin
    August 20, 2026 at 12:31 AM
  4. Any of the old guard still around? D:

    Chunks
    August 7, 2026 at 11:08 PM
  5. CS:S | cs_manoir | Map creation process by D'artagnan

    Thrik
    August 3, 2026 at 10:42 AM
  6. Custom Gamemodes Contest

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

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

    Harry Poster
    July 18, 2026 at 11:10 AM
  9. About our archived forums

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

    mason_fan123
    June 24, 2026 at 8:52 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™