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. esspho

Posts by esspho

  • [WIP] DE_COPPER

    • esspho
    • August 21, 2015 at 1:13 AM

    Update.
    http://steamcommunity.com/sharedfiles/fi…s/?id=221594521


    [Blocked Image: http://i.imgur.com/YtTQi2Z.jpg]

    [Blocked Image: http://i.imgur.com/kbH0TbJ.jpg]

    [Blocked Image: http://i.imgur.com/D49JosG.jpg]

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

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

    I've been working off my list from the last playtest and finished most of my props and textures on the way. I've come critically close to that 200mb BSP Limit so that's one of the next big things. One thing that I did not fix yet is the sun glare that tends to blind people. I'm saving the overall lighting and cubemaps and all the likes of it for next week.

    Here is the full album on imgur

    The major changes since version a4 are these (click for fullsize):

    [Blocked Image: http://i.imgur.com/9tIx8Ja.png]

    There has been a playtest today that leaves me with a bit of mixed feelings. I'll read the chatlog again and watch the demo and come back to this later.

    As always please tell me what you think. Thanks for reading.

  • MapCore CS:GO Playtesting 4.0

    • esspho
    • August 21, 2015 at 12:43 AM

    Thank you.

  • MapCore CS:GO Playtesting 4.0

    • esspho
    • August 20, 2015 at 8:23 AM

    I will upload my map to the workshop asap when I come home today. Sorry if that' a little late.

    Just updated the workshop. I hope I'm still in time.

    Thanks for playing everybody! I appreciate it.

  • MapCore CS:GO Playtesting 4.0

    • esspho
    • August 12, 2015 at 8:12 PM
    Quote from y-man

    [...] I hope there are no problem with this approach.

    I'm going for the same approach here. I signed up for a slot on the 20th for a last minute playtest. Following my schedule I'm confident to update the workshop not later than the 19th. I hope that's okay.

    Cheers!

  • What's going on with your life?

    • esspho
    • July 23, 2015 at 7:03 PM
    Quote from Sigma

    Oh... and I have the engagement ring. . .

    :XD: Now for the proposal.

    Best wishes to you!

    The company I'm working for opened up a new office in Frankfurt so I spend two hours in cramped trains per day and have less mapping time at home :(

    I see lots of crytec staff though which is kind of cool.

  • cs_future (update 7/24/2015)

    • esspho
    • July 23, 2015 at 2:11 AM

    I like the creepy atmosphere in these screenshots. The theme is very interesting. What's around that mansion? I guess it could be a themepark or something similar. I didn't test the map and can't tell much about the layout but I feel that the lower left corner is way too far off. With little effort you could rearange that area and gain a better flow imo. Keep it up!

    [Blocked Image: http://i.imgur.com/2zEz8HO.jpg]

  • Making tiled textures?

    • esspho
    • June 24, 2015 at 1:21 AM

    You could start by desatuaring your texture. By doing this you will loose that uneven blueish lighting. Just keep the basic wood structures and overlay them with flat colours. Maybe adjust the contrast a little bit and add a subtle layers of dirt and grime. To get that ragged look you could paint over the seams between the planks.

  • What is the place of scientists/engineer in the gaming industry ?

    • esspho
    • June 24, 2015 at 1:09 AM
    Quote from jackophant

    [...]

    Keep the mapping and level design as a hobby, and if more comes of it then great. These days there are an increasing number of opportunities to work in the games industry without having to actually be in it.

    [...]

    I couldn't agree more.

  • [SOLVED] Material Browser not popping up

    • esspho
    • June 21, 2015 at 3:28 AM

    Which editor are you working with?

    Also questions like this should propably go to the 3D section.;)

  • [WiP] DE_KAR update: 06/21/2015 (Better Radar added, map modified and included a video description)

    • esspho
    • June 21, 2015 at 3:27 AM

    Yeah, when I saw your name in the replay I remembered you said you were working on a map, too.
    Good luck with it!

    Also the new radar looks much better.

  • [WIP] DE_COPPER

    • esspho
    • June 21, 2015 at 12:58 AM

    After watching 5 hours of replays from the playtest and reading through quite a few comments by playtesters I've got a few more things to add to my list:

    • maybe bombsite B should move (back again) toward the warehouse / depot
    • when players exit the conveyor they should not have to worry about campers that stand in the corners right behind them
    • the ledge at bombsite A (above the tunnel that leads to the jungle) should be closed off
    • there are some unfair sightlines that need to be blocked (in bombsite A / in the warehouse - looking down to the depot)

    The outcome of that playtest is quite impressive. 90 people showed up and I'd like to thank every one of them - I know who you are.

    Here are some heatmaps that will be extremely helpful for me in the following steps (best viewed in full size).


    imgur

    You can see that terrorists are a little bit in favour right now - which matches most of the comments I got so far. I hope to balance the gameplay by working off my list.

    Stay tuned for more.

  • [WiP] DE_KAR update: 06/21/2015 (Better Radar added, map modified and included a video description)

    • esspho
    • June 19, 2015 at 1:06 AM

    Before you do a playtest I would recommend working on the readability of that radar. Judging by your video it looks like one big area with two bombsites in it at the moment.

    It's nice how you explain all your design intentions in the video by the way.

  • [WIP] DE_COPPER

    • esspho
    • June 17, 2015 at 12:05 AM

    Today's playtest leaves me with a good feeling since I've got some nice feedback and suggestions to work with. As far as I can see most people liked the map's style and atmosphere. There were also positive remarks about the layout and the rotations. But most importantly there were comments on things to improve. I'll list the ones that I got so far in no specific order:

    • Right now there are to many tiny corners and angles in general.
    • The bombtarget in Bombsite B is too small. Maybe the nearby truck (and the area around it) should become the bombtarget.
    • Bombsite A has too many spots to check. That makes it especially hard to retake.
    • The timings are not right yet. Moving the t-spawn a few seconds back could help.
    • The upper traverse from the t-spawn area to bombsite B [Area 7 from the chart above] should be closed off so that terrorists can pass to the conveyor unnoticed.
    • The Sun tends to blind players in some areas.

    As soon as I get my hands on the demos/ heatmaps I will propably be able to add some more to the list. If you've got something else please let me know.

    Quote from jackophant

    Regarding Area 6 you have to the left side of bombsite A, I haven't seen how it plays but I would imagine it just creates a really easy flanking route for CTs? It's a path that takes you away from the bombsite, so surely this would just disturb the flow of the map?

    The idea for this area was to have a longer path that is risky but gives you a good chance to take bombsite A. I added a little split up situation (manhole) in the middle to try to make it a little more unpredictable for both teams. I'll check the heatmaps to see if people really used it.


    Quote from Mackaveli

    Ï think the bomb site on B, should change. Firstly, the actual bomb-area is really small, which means that it doesn't offer a lot room for strategy in where you plant the bomb. The second thing, is that it is in a corner, further limiting the possibilities of ninja-defuses and things like that. I'd put the bomb site straight from where the T-s enter the site. or right on the far-right 'encounter point' on your last picture.

    On A site there is a small window looking over one of the entrances. I think it's really too small for an CS map, it's not fun to play against, as you cannot smoke it without being in vision by it and it is at the same time a really good holding position without an clear weak point. Super easy for the CT to hold, and unsatisfying for the attacking team.

    I also think the map would play better in an deffuse map, if the Ts cannot jump up to the CT-mid area. Maybe if it required boosting. but as it is now, I would bet most games on this map would just be the t-s rushing mid every game, as it is easy to take, and offeres alot of opportunities on attacking both sites.

    I will come back with more things, but this is what immediately struck me.

    That pretty much matches the first feedback from the playtest. You're absolutely right about bombsite B.

    My intention with that window above A was to give a possibility to throw flashes / smokes. But I see that it's propably op. I think I'll get rid of it (or make it wider).

    The boost in the middle area sounds really interesting. I'll definitely look into that.


    Thank you for taking the time to look at my map. Finally getting some feedback sure is great! :D

  • Final Fantasy 7 Remake AKA I'm Buying a Ps4

    • esspho
    • June 16, 2015 at 9:57 PM

    This was totally unexpected. Goosebumps! :dance:

  • [WIP] DE_COPPER

    • esspho
    • June 15, 2015 at 3:15 AM

    There will be a reddit-playtest on tuesday (06/16th - 7.30 CEST) and I'm really exited to see copper being played in multiple 5v5 matches.

    To raise some more interest I made a little chart showing the map's main routes and areas:

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

    on imgur

    please let me know what you think.

    cheers!

  • Can anybody help me about making mini map ?

    • esspho
    • June 12, 2015 at 1:33 PM

    This video explains how to do it with a lower resolution (just skip the beginning). I tested it myself and it works fine.

    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.

  • CSGO Model Textures [SOLVED]

    • esspho
    • June 11, 2015 at 3:14 PM

    It looks like you've set a fade distance and you need to increase the value.


    Quote from Vorontsov

    Below is Alpha Channel

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

    :D

  • WIP in WIP, post your level screenshots!

    • esspho
    • June 10, 2015 at 11:59 PM
    Quote from Vaya

    But I maked it

    I guess I could use as a trim instead?

    Just brighten up the dark patches a little bit and it should be fine.

  • MapCore CS:GO Playtesting 4.0

    • esspho
    • June 10, 2015 at 11:52 PM

    I've got the slot on 06/16 (de_copper) and I also happened to get a slot on the reddit list on the same date.

    Since I can't attend both at (nearly) the same time I'm going to pass my mapcore-slot on to people who are looking for a playtest next week.

    Of course, If there is nobody who wants it, you could start playing and I join in as soon as I'm out of there. But I don't want to hog the slot with that contest around.

    Sorry if that causes any inconveniences.

  • [WIP] de_eeb4

    • esspho
    • June 6, 2015 at 12:22 AM
    Quote from PiggyEngineer

    PS : are we allowed to submit 2 maps for the contest?

    Yes. :D

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

    Eric Matyas
    August 10, 2026 at 1:52 PM
  2. Any of the old guard still around? D:

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

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

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

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

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

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

    mason_fan123
    June 24, 2026 at 8:52 PM
  9. [CS2] Valley

    Serialmapper
    June 22, 2026 at 11:56 AM
  10. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™