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  1. Mapcore
  2. KernalPanic

Posts by KernalPanic

  • de_kp_labs

    • KernalPanic
    • June 29, 2015 at 7:12 PM
    Quote from Vaya

    [Blocked Image: http://i.imgur.com/hutfa6M.png]


    hope my MSpaint notes make sense :)

    It does, thanks for taking the time to put that together.

    • I will rework the "A mid" connector. That really has been a sticky area of with regards to design. I want to keep the opening to the "A Pipes" from Mid to allow players to rotate thru the lab and get to the bombsite should they want to. But currently the way the route kicks both players out right from the split and a mid does feel a bit awkward. I'll work on connecting the "Split" to "A Mid" connector. My biggest concern with that is having 2 parallel alleys right next to eachother.
    • With regards to removing corridor... I'm extremely hesitant to do so tbh. I put that route there to allow players to rotate safely from B and Mid if T's get choked up at the Snake. without it they would have to rotate back through spawn for and strongly dislike the idea of that. Is there something else that could make that area play better without removing it perhaps? I personally like the cover and sight-lines of the corridor but am happy to give it more attention. Removing it entirely though is probably something I'm not prepared to do.
    • The un-needed space is barren for sure, but I suspect once I've been able to get details and spend time on visuals it will fill out that area, but nonetheless I will try and trim the fat and make it a bit more streamlined.
    • The stair route from T spawn should be easy to expand.

    Again, thx for the feedback. I will try to post an update by the end of the week once I've had proper time to analyze all the playtest data from the past weekend.

  • [WIP] Cs_Rime - Hostage Map (Official Renamed)

    • KernalPanic
    • June 28, 2015 at 3:09 AM

    apparently everyone's now a geologist =P

    I think it looks great very good thus far. The fog is a bit strong imho but that's not so much a bad thing, more just personal preference. plus being such a wide open map it probably helps performance a great deal .

    Keep up the good work. I've subbed and followed.

  • [WIP] de_abyss

    • KernalPanic
    • June 27, 2015 at 10:50 PM

    looks pretty awesome. can't wait to playtest. subbed and followed.

  • MapCore CS:GO Playtesting 4.0

    • KernalPanic
    • June 27, 2015 at 10:24 PM

    Updated kplabs for tomorrows playtest. de_kplabs_150228_pt2

    New link

    I can't update the spreadsheet with the new link.

  • de_kp_labs

    • KernalPanic
    • June 27, 2015 at 12:05 PM

    new version landing tomorrow today...

    UPDATE: Link to download. Workshop has also been updated. Playtest tomorrow 6/28/15

    So I remade the map from the ground up as I had too many changes to the layout to make working with the previous file manageable. This latest version should have more defined routes.




    Images

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    • 2015-06-26_00032.webp
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    • 2015-06-26_00019.webp
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    • 2015-06-26_00006.webp
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  • de_kp_labs

    • KernalPanic
    • June 21, 2015 at 2:29 PM

    Done streaming, reworked a bunch of stuff at both teams spawns. Working towards simplifying the initial pathing and routes. I still have a lot of work to do but this is a healthy start. The next big issue to tackle is the Mid to A flank. I have an idea of what needs to be done but for now I'll just leave the latest overview. This is the version that is currently uploaded to the workshop.


  • de_kp_labs

    • KernalPanic
    • June 20, 2015 at 12:35 AM

    Double post (sry)

    just watched the demo through the first time. Lots of good feedback, thanks for everyone that participated and again, sorry for missing it. looking back I see a bunch of negative stuff about mid so hopefully that gets sorted with the updated version. Now I just don't know if I need that connector from mid to B or if I should take it back out.

    Some other feedback was that they felt like they were lost. One thing i tried to give players a sense of where they were on the map was with the texture colors I used. Site A uses warm colors (Yellows, Reds and Browns) and B uses cooler colors (blues and greens). Mid should have more neutral tones but I obviously didn't pull it off as well as I thought so I will go back to to drawing board and try to make better use of the base textures. Also details and theme still are long ways away from being flushed out, once I lock layout I can spend a bunch of time getting localized items that will help certain areas and paths stand out. I just haven't gotten very far on that yet.

    and my favorite comment of the playtest was from PARTY MAN X : "i like seeing iceworld adapted into a defuse map" of course talking about mid... Yes yes, I know, i know...it was weird, but it's better now I promise.

    If anyone has solid ideas for added cover at B please let me know, I'm all ears.

  • MapCore CS:GO Playtesting 4.0

    • KernalPanic
    • June 19, 2015 at 11:20 PM
    Quote from Vorontsov

    @KernalPanic I wouldn't recommend playtesting the exact same layout again, the chatlogs, !feedback and demo is stored in the server so you can get all those

    it's not the same layout. Mid is totally different. I meant to upload the latest version for the playtest but I had my days mixed up.

  • de_kp_labs

    • KernalPanic
    • June 19, 2015 at 8:14 PM

    such wow. I missed my own playtest :nag: I had it on my calendar for the wrong day...

    anyways thanks for the feedback guys. That version is pretty old but I will watch the feedback and take what you've said here and try to get some stuff changed for the next playtest. I already have a new version posted here. That includes 2 files. One with a mid connector and one without.

  • MapCore CS:GO Playtesting 4.0

    • KernalPanic
    • June 19, 2015 at 7:38 PM

    well damn, I got my days mixed up and thought the playtest was friday instead of thrusday... I missed my own playtest I will sign up for a new date and hopefully get my dates correct next time. Sorry for the confusion.

    If there is any cancellation I'd love to test the updates mentioned in the post above this.

  • MapCore CS:GO Playtesting 4.0

    • KernalPanic
    • June 19, 2015 at 7:30 PM

    I have send RZL a message, I hope he gets it in time but I made some last minute changes last night and was hoping to get them in for the playtest.

    https://onedrive.live.com/redir?resid=AEAD8FC71067CF39!87241&authkey=!ALGekdIDblP1OGk&ithint=file%2czip

    there are 2 versions of the map in that zip

    de_kp_labs_150619b_pt1 is a version without a mid connector to B

    de_kp_labs_150619b_pt2 is a version with a newly added mid connector to B

    All files have radar, nav and textures pak'd and tested.

  • Star Wars Battlefront

    • KernalPanic
    • June 16, 2015 at 8:37 AM

    oh my god... now that, is amazing.

    I hadn't seen the second one yet. so pretty... and the sounds.... people around me are going to hear me playing this game though my headphones.

    My only real critique is that they make some headbob is mandatory. The player perspective looked like they were floating around the whole time. but hey (prealpha), there's hope :) I think it looks stellar.

  • de_kp_labs

    • KernalPanic
    • June 14, 2015 at 9:11 AM

    Ok, so I started reworking mid. I've filled in the pillar area with world geometry and have made it more or less horse shoe shape. There are still 2 distinct ways to attack mid from T side, but now without the confusing pillar area to get lost in. Plus the hall leading up to mid from B route has been revamped and is much cleaner and attractive. I removed the busy i beams and raised the "ceiling" which is pretty much just suspended pipes.

    Here's a few screens with explanations, (descriptions below the image)

    So this is the hallway leading up to Mid from B route. The obtrusive ceiling has been removed which has is allowing the natural light to pour through the pipes suspended above the walkway. This theme will be expanded on, as this is more in line with the theme I plan on using.


    At the end of the hallway you can see panel that can be used a bank nades off of. I included a temporary target decal to draw attention for playtests.


    Here is a shot near T spawn. As you can see the catwalk has been removed from T spawn and the stairs have moved down and are flush with the building. I am going to flush this out nicer as I have a plan for the stair to be incorporated with that blue building but for the interest of testing this should will work.

    this sightline to mid from T spawn needs to be addressed still...


    From T side this is the area looking down the left side of the Middle Fork.


    And this is the right side of the fork. same sightlines as before the rework but I've added and adjusted the cover. This area can be a death trap with a carefully placed smoke or malitov from the CT side as it's narrow here. If that happens they can rotate and take a chance by pushing forward the A connector just to the right here, or simply play it safer and rotate to the left side of the fork or rotate to B.


    This is an overview shot of middle. Same general shape but now the center area is blocked off. This makes mid have 2 distinct paths in this area. Good angles for fights without having too many angles to cover.

    I'll get the workshop updated with the bsp but I still want to work out a few things. I'll updated when its up.

  • [CSGO] de_kp_labs

    • KernalPanic
    • June 14, 2015 at 8:55 AM

    So I'm a big dumb idiot and posted an update to the thread I said I would not be updating..

    duh... fixed... updated...


    can a mod delete this thread please? I'd rather just have the one I'm going to maintain on the contest section. thx

  • de_kp_labs

    • KernalPanic
    • June 13, 2015 at 6:00 AM

    streaming tonight.

  • de_kp_labs

    • KernalPanic
    • June 12, 2015 at 7:32 AM
    Quote from Parkcityfan

    be sure not make sure that the stairs aren't in view of mid, because that could mean that the Terrorists would just head glitch that quite easily.

    noted, good call.

  • [CSGO] de_kp_labs

    • KernalPanic
    • June 12, 2015 at 7:09 AM

    I've started a new thread in the mapcore contest section to track the developmetn process for this level. Please use that thread for comments as I will be updating that one from this point forward.

    For the lazy (me included) here's the link.


    -Cheers

  • de_kp_labs

    • KernalPanic
    • June 12, 2015 at 7:04 AM
    Quote from Parkcityfan

    This might be the cause of the fence not blocking the whole passage, or maybe the lighting or textures could be worked to direct you more to the left.

    Thanks, I see what you're saying with regards to player focus on entering the tunnel route at A. As you've noticed I'm using (and probably over-using) those fences to cordon off areas that I don't want playable. Unfortunately I need to figure out a better way to accomplish keeping players out, as the fences are lazy. I just don't know what the right solution is yet (suggestions are welcomed) but I'm contemplating ditching the tunnel altogether and make that route go through the building / lab area instead. That would give me tons of options and simplify things. But I'll give it another shot and see if I can work the tunnel in. I really like the way it looks and was looking forward to showcasing it on this level. I'll try rework the textures, lighting and prop placement as you suggested.

    Quote from Parkcityfan

    Second, something that bothers me is how busy and confusing mid is, even when it is the defining part of the map. By that I mean that this is a Cache like map where the mid is very important, and if you want a good execute onto a site, you need mid control. Because of this, I think it would be better to have a simpler mid, that would have fewer pillars and maybe be thinner. You also have a slight problem with too many areas that aren't needed.

    Those pillars / stacks are a recent addition as mid was wide open in earlier versions. I intended that mid area to play out like a little "arena" if you will, as you've already mentioned.. mid will be an important point on this map. I will try to simplify that area where the pillars are and see if I can make it less confusing. In the current state though, I put a decent amount of thought into the placement of the assets in that area. For instance, T's have to decide what direction they want to take at the fork just before entering the mid arena from the ladder and catwalk area (left or right). The left side provides a little more cover with the partially built up pillar and the peek gap there is repetitively small considering how big the peekgap is on the right side of the fork. Plus CT's will have to expose themselves if they want to get an angle on that sightline. The right side which is pretty much wide open to CT's holding the mid and will be able to easily pick off anyone brave enough to go that way without the protection from a flash, smoke or malitov. Both teams turn their respective corners at around the same time so it will certainly be a point of contention on the level. With carefully place smokes, malitovs and flashes each team can greatly hinder the ability for the other team to push that area. I'll put together a little video outlining the nades that I've planned and see what you think. But I've noted your feedback on how busy it feels. I'll see what I can do to simplify it and keep it challenging at the same time.

    The connector from A short to Mid on the t side was recently added as a way to rotate those routes on the t side. That way playes could backup their teammates eaiser if needed at mid. without the connector T's would have to backtrack thought their spawn or flank CT's through mid to support players choked up at mid. I will try to play around with the way the connector works and see if I can streamline it a little more.

    Lastly the ladder... Previous versions only had the ladder and it worked well, but I noticed other players were not going mid as often as I preferred. Mid being a critical route it is on this map, I wanted to insure players had quick access to that route which is when I added the stairs and catwalk. The only reason I kept the ladder there was in the rare event that a wandering CT was on that side of the map, and needed to get to a planted bombsite faster. I could probably put boxes where CT's could hop up to the elevated area, but figured that would take a few seconds to traverse and I wanted to keep things quick. IIRC, comp bombtime for C4 is 35 seconds so every second counts, that was the main factor in keeping it in. I will experiment with removing the catwalk and moving the stairs that are at tspawn to where the ladder is now and see if that kills both birds with one stone.

    Thanks sooo much for taking the time to evaluate the level and leave feedback. It is much appreciated.

  • how to protect from decompiling

    • KernalPanic
    • June 11, 2015 at 7:29 PM

    or be a GGG and release the assets along with your map :D

  • func_detail broken ingame CS:GO Hammer

    • KernalPanic
    • June 11, 2015 at 7:27 PM

    when you ALT+P does hammer complain about anything?

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