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. poLemin

Posts by poLemin

  • [CSGO] Victoria

    • poLemin
    • August 13, 2018 at 12:50 PM

    I like the look of mid. It's way clearer now where fights are happening. Big improvement.

    Two things that you might want to consider: The boost at mid to the right is a pretty large area. People can easily maneuver on it. I would restrict player movement up there a little bit. I'm not saying to copy Cache's boost, but think of how that boost feels. First part feels very clumsy if it's more than one person, then you have to cross the enemy's line of sight, and then you have some more breathing room, but no actual corner to tuck yourself into. I also can't tell by the gif whether boost is visible from the bridge over the left hand side bomb site.

    Second thing i would to rethink is this plank jump. It seems like you've increased the difficulty compared to the last time. In my opinion, this would lead to a situation where you can enhance ONE spawnpoint, but not more. Reason behind that, is that features like jumps, boosts, ladders ect, slow players down and this gets enhanced greatly if it's more than 1 player traversing that path. You gotta have perfectly synchronized and flawless movement to take advantage of this as a team. If you mess up, you kill yourself and potentially people coming behind you since they bump into your falling model. One thing that could still make this viable, is a small platform underneath that leads back up to the highground on the left. If you fall down and or cannot make the jump, you don't lose your (and potentially your team mates') life, but a significant amount of time.

    Keep going! I really like your progress. This is gonna turn out to be amazing!

  • [WIP] de_biome

    • poLemin
    • June 18, 2018 at 8:58 AM

    Nice improvements! Looks awesome!

    I am not a big fan of that enclosed cubby on A site, but that's a personal opinion. It just feels terribly annoying to clear, since you have to swing around the entire site to check it and people there just need to aim at the entrance. Maybe make it a little bit smaller, so wall spamming is a little bit more reliable for clearing it?

    Secondly, I'm a little sad that you kind of copied the bomb site landmark from B to A. By that i mean having this office room overlooking the site. I liked how the sites had two different approaches, both gameplay-wise and visually.

    Keep up the good work - Exciting to see more improvements to an already great map!

  • Level Design Help Files

    • poLemin
    • June 7, 2018 at 6:40 PM
    Quote

    32 minutes ago, 'RZL said: Anyway, did anyone find any resources in the meantime that we could add to the collection?

    I was surprised that http://www.clement-melendez.com/portfolio/arti…l/introduction/ was not on this list! Please add!

  • [CS:GO] Chalice (Wingman)

    • poLemin
    • April 16, 2018 at 10:22 AM

    The outside area looks amazing and the layout looks interesting in the overview. I'll give it a try later today!

    I feel like the indoor area does not really fit the rest of the scenes, especially the clean texture on both the ceiling and the columns. And the plant pots from berth do not fit well in my opinion.

    Keep the good work coming! Excited to try this one out :)

  • New Map - First time (minor error)

    • poLemin
    • March 4, 2018 at 7:17 AM

    When you cannot select a team, it very often is a spawn point issue. Check whether you have spawn points in the area that you are compiling. Also make sure to let them float slightly above the ground. If the spawn point collides with the level's geometry, it will be considered invalid.

    Hope that helps.

  • GRAND PRIZE WINNERS Declared!

    • poLemin
    • February 24, 2018 at 12:21 PM

    Congratulations to everyone! Well done! The amount and quality of maps brought by this contest is truely amazing. Thanks for organizing it!

  • Goals for 2018?

    • poLemin
    • December 14, 2017 at 9:07 AM

    My goals are basically the same like last year.

    - Learn new stuff - Push myself out of my comfort zone - Get stuff done

    In specifics: - Improve in Substance Designer and Maya - Pick up working with Substance Painter - Finish at least one mapping related project (Still haven't decided whether I want to re-work/"re-polish" Manor or start something fresh)

    2017 has been a weird and slightly frustrating year in general. So off we go to 2018 with lots of lessons learned!

  • Let's talk about the awkward "unclear rule" issue

    • poLemin
    • December 13, 2017 at 10:46 AM
  • Contest Finalists have been declared!

    • poLemin
    • December 10, 2017 at 6:18 PM

    Congrats to everybody who made it to the Top10, but also to everyone who was able to finish in time! It's quite an accomplishment by itself!

  • [RELEASED] Manor

    • poLemin
    • December 1, 2017 at 12:37 PM

    Thanks for the kind words guys!

  • [RELEASED] Manor

    • poLemin
    • December 1, 2017 at 5:02 AM

    Release time everbody!

    What a ride it has been! I will write a small follow-up text in the coming days, but now it's time to rest a little.

    I created a new workshop file and removed the old one. Feel free to check it out and leave some feedback!http://steamcommunity.com/sharedfiles/fi…/?id=1217276839

    I'd like to thank MapCore and FACEIT for hosting this contest, and wish all contestants good luck! I hope as many people as possible are able to satisfy their own expectations! Lastly, I will leave you with a few screenshots:

    [Blocked Image: https://i.imgur.com/5ZE3xDp.jpg]

    [Blocked Image: https://i.imgur.com/W8c8W2N.jpg]

    [Blocked Image: https://i.imgur.com/tyi5JjQ.jpg]

    [Blocked Image: https://i.imgur.com/PWkDD7P.jpg]

    [Blocked Image: https://i.imgur.com/z9jypD3.jpg]

    [Blocked Image: https://i.imgur.com/EG9geS1.jpg]

    [Blocked Image: https://i.imgur.com/NUqsCB3.jpg]

    [Blocked Image: https://i.imgur.com/yckRu4S.jpg]

    [Blocked Image: https://i.imgur.com/XNmH9UI.png]

  • [CSGO][SOLVED] Is it possible to deactivate hints and arealportals in-game?

    • poLemin
    • November 29, 2017 at 10:50 AM

    I think "r_novis" is the console command you are looking for. It disables the vis-system and renders the entire map at once.

  • Mapcore's CS:GO Mapping Contest 2017

    • poLemin
    • November 28, 2017 at 9:25 PM

    Midnight of the 30th - That means 12pm PST of the 30th. Therefore (if Germany is where you are right now) you have time until Friday December 1st 8am. (I am not an official tho, it's just how I read this)

  • [CS:GO] SOAT

    • poLemin
    • November 19, 2017 at 10:41 PM

    I ran around the level today for a bit. You really did a great job on the visuals! However, it seems to me that the level is extremely large compared to other levels. I feel like that is something that would work in casual 10vs10 very well tho! A lot of the level's elements look very similar. I got confused multiple times as where I am. Maybe a little bit variation for different areas might help.

    Anyway, congrats on the release! Looking strong!

  • VMT Editor - fast and simple editor for vmt files

    • poLemin
    • November 4, 2017 at 8:46 AM

    Thanks for the release! Love the new changes.

    I have been running 1.3.7 so far, but when I use "Check for updates" it says that 1.3.7 is the most current one. When using the new version instead of updating the old one, all my links to textures (for 1-click conversion) are broken. Is there a way to either force 1.3.7 to update or transfer all the linked textures to the new version?

  • Write articles for Mapcore!

    • poLemin
    • October 15, 2017 at 5:23 PM

    Jeez - Let us finish the contest maps first! Thanks for reminding tho

  • Counter-Strike: Global Offensive

    • poLemin
    • October 11, 2017 at 6:48 PM

    They only look narrower due to their height.

  • #BLOCKTOBER 2017 (during October)

    • poLemin
    • October 6, 2017 at 7:35 AM

    I love Blocktober so much, I almost hate it. I'm in the Level Art phase of my project but am flooded with Inspiration for Level Design. It makes me wanna start a new project already ...

  • [RELEASED] Manor

    • poLemin
    • September 18, 2017 at 7:02 PM

    Just a few weeks to go and I am still procrastinating mapping and texturing my models properly. On the other hand, I was busy forging my very own first textures in Substance Designer

    [Blocked Image: https://i.imgur.com/YRRLz1W.jpg]

    [Blocked Image: https://i.imgur.com/smIONiH.jpg]

    Still a long way to go. I might not meet the deadline, but I will not opt out and will try to submit a somewhat acceptable map!

  • How would you make a unique layout

    • poLemin
    • September 12, 2017 at 3:17 PM

    Hey!

    I can only speak for myself, everybody got his/her own approach to stuff like this. First of all you gotta have a basic idea. This idea can come from anywhere. If you already have an idea for the theme of the level, try researching some real-life locations and draw inspiration for gameplay from there. If you don't have an idea, try hitting up http://leveldesigninspirationmachine.tumblr.com/

    Once the basic idea is established and some reference pictures have been gathered, I like to start fairly simple, with a layout that makes sense for the type of theme. By fairly simple I mean only the main routes. Rotation routes can be added more easily along the go. This video might help you with starting the layout

    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.
    Also: have you level playtested a lot! MapCore is hosting playtests two to three times a week. Feedback is crucial. You might feel something is too simple while other people might feel it's too complex. Don't get stuck in your own head. I also like to participate in other people's playtests to see what issues can occur so I can counter-act on them in my project. Plus it helps them too ;)

    Concerning modelling skills: It very much depends on what you are working on. If you want to make something fresh and new, modelling skills are essential, but you can create pretty good levels with stock assets too.

    Hope this helps!

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™