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  2. Setin

Posts by Setin

  • Prelude - HL2: EP2

    • Setin
    • September 17, 2023 at 5:37 PM

    External Content www.youtube.com
    Content embedded from external sources will not be displayed without your consent.
    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.
    Been itching to make a short map for Half-Life recently. Took around 7 weeks. You wake up in an old warehouse area in the forest, but find that combine have returned. Time to go! https://www.moddb.com/games/half-lif…addons/prelude1

    prelude.zip

    Files

    prelude.zip 6.52 MB – 101 Downloads
  • [CSGO] aim_temple

    • Setin
    • December 4, 2018 at 5:16 AM

    ============== Update 12/3/18 ==============

    - Removed cover from a couple of the inner corners - Rotated the tree near T spawn to move a branch out of the way - Removed a bush that made it hard to see CTs - Adjusted lighting - Fixed the custom cfg (should now have armor, rounds should work properly, warmup should end immediately) - Added more detail to the interior room - Fixed the rain

  • [CSGO] aim_temple

    • Setin
    • November 30, 2018 at 4:58 AM

    I was thinking that too about the interior. The other side of the room looks fine imo but this part is too blocky. Need to break it up with something.

  • [CSGO] aim_temple

    • Setin
    • November 29, 2018 at 11:02 PM

    Hey all! Been awhile since I've been active here. Wanted to show off this quick 2v2 map I made. ~20-24 hrs work. Any critiques or suggestions welcome!

    Basically wanted to design a cool 2v2 map where you could use more game sense and isn't just straight up, bland aim practice.

    https://steamcommunity.com/sharedfiles/fi…/?id=1577380857

  • MapCore Job Census

    • Setin
    • October 11, 2014 at 7:30 PM

    I'm finally on the board! I am now a Designer at Escalation studios.

  • [Insurgency] Oasis

    • Setin
    • October 1, 2014 at 4:32 AM

    Just released it today. Have a couple of minor issues, still want to do some more work on detail and balance. Hopefully after it is played now I can get some more feedback. Currently it supports Push, Firefight, Skirmish, and Occupy. I mainly designed it for Push but the other game modes work well on it too.



  • [Insurgency] Oasis

    • Setin
    • September 21, 2014 at 11:33 PM

    More images! Mostly working on detailing and optimization now. As always, any feedback is appreciated.


  • [Insurgency] Oasis

    • Setin
    • September 15, 2014 at 6:44 PM

    No more dev textures! Working on detail and balance still. Haven't received any feedback yet =(. Trying to get a dedicated server up and going but having some difficulties.


  • [Insurgency] Oasis

    • Setin
    • September 6, 2014 at 11:49 PM

    Been working a lot on this. Got it ready for testing now, just published it on the workshop. Any feedback is appreciated!


    http://steamcommunity.com/sharedfiles/fi…s/?id=310864619

  • [Insurgency] Oasis

    • Setin
    • August 31, 2014 at 3:09 AM

    Been awhile since I updated this. Been kinda busy but have nearly finished the whole blockout, should be ready for playtesting soon.


  • [Insurgency] Oasis

    • Setin
    • August 20, 2014 at 5:02 PM
    Quote from TheGuma

    On the pic 4 the palm trees on that height obviously wouldn't be able to grow. In order for palms to grow they need to have certain amount of space in between them.


    I haven't thought of that. Do you mean that they need more flat land to grow and can't grow on a hillside?


    Quote from TheGuma

    Pic 5 - The garage is too thin for the jeep to get trough? Or is it just me?


    It fits the civ vehicles pretty cozy. I could open it up more, but I would imagine it wasn't made for those giant Humvees =P

  • [Insurgency] Oasis

    • Setin
    • August 19, 2014 at 6:02 AM

    Been working hard to finish the full blockout. Not used to making maps this large =P. Anyways, currently capture point A and B are blocked out, as well as the Sec spawn area and most of the inner map area. Cap A is a 2 story shop and Cap B is a car shop (can only capture on 2nd floor).


  • [Insurgency] Oasis

    • Setin
    • August 16, 2014 at 3:33 PM

    I opened up the river side area more because I felt it was too enclosed off and didn't feel like the flanking path it should be. I also finished making the border next to the street.


    Currently, it feels like the Capture point and most of the fighting occur to close to the spawn zones, so I will probably make the area larger.


  • [Insurgency] Oasis

    • Setin
    • August 15, 2014 at 4:44 PM

    Well I'm jumping into this competition pretty late, but better late than never right?


    Town set on a small river/oasis.


    First day of work:


    Currently just have point A working (going for push map) and have spawns for Sec/Ins. Point A is the center building with the light gray roof in last pic. Second to last pic is the interior.

  • Doom (4)

    • Setin
    • July 20, 2014 at 9:06 PM
    Quote from Jetsetlemming

    How fast were the melee animations? They can be all well and good visually, but hopefully they're quick half second affairs rather than full "couple of moment" struggles that fuck up flow and let the other enemies get plenty of hits in.


    I wasn't timing them but they felt around .5 - 1.5, seconds long. There were a lot of different types.

  • Doom (4)

    • Setin
    • July 20, 2014 at 5:40 PM

    I was there. The whole audience laughed when he said he was turning off the stream. We watched what felt like 20 minutes of demo playthrough. It really looked like they were trying to bring back the more frantic combat from the original Doom. He was running around a lot and constantly using melee finishers. There were some moments where they were trying to bring in a more survival horror feel as well which I think is good, a balance of both would work best imo. Btw, the demons getting ripped in half or getting their skulls crushed was just as awesome as it sounds. Also, chainsaw <3. Also apparently it's going to be using id Tech 6, IIRC.

  • Insurgency Mapping Contest

    • Setin
    • July 9, 2014 at 7:56 PM

    Does the map need to be compatible with all game modes like most of the default ones are?

  • de_bruises pimpage and accountability thread

    • Setin
    • June 2, 2014 at 4:00 AM

    That last shot could use some changes in height. That building looks very uniform and unappealing. If you added something to break the even height on the roof it would help a lot.

  • [Portal 2] Portals Through Time

    • Setin
    • May 13, 2014 at 10:51 PM
    Quote from Squad

    You can change it to the Workshop map publisher (not through the Workshop itself).


    Ya I was talking about that. When I used the map publisher it wouldn't let me upload a picture that wasn't a direct screenshot to use for the thumbnail image. I've seen other workshop maps with text on their thumbnail image, so there must be a way. I've even tried just opening the screenshot in photoshop/paint, and just saving it with a new name as a .jpg (without changing the image at all) and it won't even accept that. So I don't know how to upload a custom image there.

  • The random model thread!

    • Setin
    • May 11, 2014 at 11:09 PM
    Quote from psychickitten


    Looking good. I would imagine a normal map could give you those indented lines.


    How would I do that? Would I need to unwrap the glass first? Or would it be possible to blend 2 glass textures to make that effect?


    You would need to unwrap it and place a texture and normal map on it.

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