1. Forums
  2. Discord
  3. About Mapcore
  4. Patreon Supporters
  • Login
  • Register
  • Search
Everywhere
  • Everywhere
  • Articles
  • Pages
  • Forum
  • More Options
  1. Mapcore
  2. maladus

Posts by maladus

  • Day of Infamy Documentation

    • maladus
    • January 26, 2017 at 6:20 AM

    I posted this over on the New World official forums, but decided to post it here too because Mapcore would possibly have more traffic. Anyway, I am wanting to start planning a Day of Infamy map, but the documentation for various things (specifically game modes and how to set them up) seems to be lacking and I am not sure where to look for this information. If someone can point me in the right direction, I would greatly appreciate it.


    Further, I apologize if this is not posted in the proper forum. I was not 100% positive where it should go.

  • de_jackpot[WIP]

    • maladus
    • October 14, 2015 at 5:00 AM

    Cool, look forward to seeing how this progresses! Good luck!

  • de_jackpot[WIP]

    • maladus
    • October 14, 2015 at 4:16 AM

    The layout looks like a solid start, but there aren't a lot of choices for approaching the bombsites because the choke points are a bit limited. This may be just my perception of the map, but I'm sure playtesting will find these issues (if they exist). Have you tested the timing of the map yet?

  • de_department

    • maladus
    • September 26, 2015 at 10:23 PM

    I like the theme, but I think the layout is a bit too simplistic. There are several long hallways with no suitable cover options or ways to flank the enemy. Have you play tested the map yet?

  • De_Scrapheap [WIP]

    • maladus
    • September 23, 2015 at 10:51 PM

    Bombsite A I feel is the best part of this layout since it offers a few different routes into the bombsite. I would encourage you to look for opportunities to highlight teamwork in this map. For example, the wall outside of A by the scaffolding (the 7th image in the imgur album) is currently accessible from both sides via a ramp on one side and a series of boxes on the other. If however you changed this so that the only way to get up and over the wall was through boosting (where one player jumps on top of another), then you'd have a pretty good spot where the same effect you are going for is achieved but in a way that rewards teamwork and planning.

  • [WIP] de_mical (formerly de_honeycomb)

    • maladus
    • September 22, 2015 at 12:29 AM
    Quote from [N]awbie

    In fact B has 5 entrances too. One of the two entrances for T's is blocked by door props, but of course they're not visible as I took the radar with r_drawstaticprops 0. I agree with you tho and I'm working on the issue.

    Does that mean that the T's are not able to get into the site at all due to the doors, or can they open them up? The reason I ask is that dead ends are generally bad for flow so I'd try to avoid them when possible.

  • [CS:GO] De_Croatia [Wip]

    • maladus
    • September 22, 2015 at 12:20 AM

    So the first thing I can say about this map is that it seems like it is really small for a competitive Defusal map meaning the gameplay will be relatively simplistic and leaves little room for variation in strats. I would suggest making the level larger and consider different ways that players can approach the bombsites.

    1) The blue route below is approaching what I can assume to be a bombsite (it's hard to tell exactly without labels) but there is only one approach to each meaning that the defenders have a huge upper-hand in this map since they can cover that one choke point. Additionally, it appears that the exit into the bombsite from the blue route is an arched doorway, which limits the line of sight for anyone peering into the bombsite. This is highlighted by the choice to add the wedge shaped hallway which serves to further limit the line of sight.

    2) The green path below is sort of another example of this, but it is not the only approach to the bombsite so it may not be as big of a problem. Also there is a weird turn in it which to me doesn't seem to achieve anything other than break up the light of sight from there down into the site, which may not be necessary.

    3)I highlighted the orange zone because although there are two doorways highlighted leading into mid, their proximity to each other means that they effectively only behave as one.

    Finally, it seems that most of the level is intended to be an exterior, but most of the corridors seem to be really small and cramped. I'd suggest running around some of the official maps like Italy, Inferno, or Cobble to get a sense of scale.

    There's my two cents, hope this helps. Good luck!

  • de_Underground [WIP]

    • maladus
    • September 20, 2015 at 7:20 PM

    I'd be interested in seeing some feedback from playtests for this layout. It seems like the bombsites seem like they are in close proximity to each other, and it seems that the terrorists have to do most of the legwork to get to the objectives. Otherwise, I like the theme and I think it could create some really interesting firefights.

Discord

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

Latest Posts

  1. About our archived forums

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

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

    Serialmapper
    June 22, 2026 at 11:56 AM
  4. Any of the old guard still around? D:

    Thrik
    June 20, 2026 at 10:11 PM
  5. Free Music / SFX Resource - Over 2500 Tracks

    Eric Matyas
    June 18, 2026 at 12:32 PM
  6. Pango [WIP]

    Elowen
    June 11, 2026 at 10:13 AM
  7. [CS2] Dvina

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  8. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  9. Classic Maps Reborn For CS2

    SillySpaceCat
    May 31, 2026 at 10:33 PM
  10. [CS2] Dvina

    Pulbusha
    May 29, 2026 at 5:54 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™