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  1. Mapcore
  2. DooM

Posts by DooM

  • The Division - Closed Beta Codes

    • DooM
    • January 23, 2016 at 6:51 PM

    Could I have a code please!

  • [WIP] de_coast

    • DooM
    • September 13, 2015 at 4:23 PM
    Quote from Bodd Jonar

    Thanks, will give credit.

    I didn't make these fyi, I know they're pretty good though.

  • [WIP] de_coast

    • DooM
    • September 13, 2015 at 2:09 PM
    Quote from Bodd Jonar

    Where do you find skyboxes like that? THe game has like 10 skyboxes total ): The 2nd one and third one looks badass.

    https://facepunch.com/showthread.php?t=1363856

  • Modern themed map [CS:GO]

    • DooM
    • August 22, 2015 at 4:24 PM

    Don't design your map for anyone. It makes no sense if only a certain section of the player base can play it. Make cool stuff that has depth, think about areas where people can set up smokes and flashes, to allow for tactical plays but if you don't want to throw the smokes or flashes, you don't have to but you will be punished due to exposing yourself to many angles at once and potentially being shot in the side/back while taking an engagement. Make it fun and have depth, and a meta will develop around this (three smoke mirage A take for example). You cannot really predict this meta as you cannot predict every way a player will play your level, you can only guess at a few and make an area play how you want (for example whether you want aggressive CT play to viable in certain areas or not).

  • Looking to buy a new TV

    • DooM
    • August 20, 2015 at 3:13 PM
    Quote from blackdog

    Is there any website that you know that sums up the best TVs around, seems like same vendors have a ton of variants, not just in size unfortunately.

    http://www.hdtvtest.co.uk/

  • [WIP] de_abyss

    • DooM
    • August 19, 2015 at 6:35 PM

    I get somewhat the same fps are regular maps, it's just that it seems to drop in places making it incredibly frustrating to play due to the input lag induced by decreases in fps.

    I made a video of some of the areas my fps was dropping.

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  • [CS:GO] de_scepter (WIP)

    • DooM
    • August 17, 2015 at 2:02 PM
    Quote from grapen

    Thanks a lot for the input! I think there might be a screenshot missing from that last angle where you compare it to Mirage?

    Sorry here it is:

    [Blocked Image: http://i.imgur.com/JISf3DM.jpg]

    I'm talking about the boxes to the right of my crosshair, when I said you could block the angle by making them bigger, that flash is also really nice.

  • [CS:GO] de_scepter (WIP)

    • DooM
    • August 17, 2015 at 12:34 PM
    Quote from grapen

    It would be interesting to know how fast you guys felt it was to learn the layout in comparison to other maps you play for the first time. Easier, harder or neutral?

    I think it's comparable to cobble or mirage in terms of learning the layout, not much verticality but enough routes to add interesting lurk options, but still quite a task to learn to angles and certain strategies you can execute. The one thing that seemed to be bothering the people in the teamspeak was that there are some very powerful head peeks in certain areas.

    This angle is horrible to counter as a retaking CT:

    [Blocked Image: http://i.imgur.com/Q3fYTpL.jpg]

    This angle is very strong at stopping T rushes:

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

    This angle is very strong for Ts after plant, watching for the CT rotate through the A connector:

    [Blocked Image: http://i.imgur.com/MT2rNyu.jpg]

    This angle is debatable, it's a long angle like CT spawn onto A slope on mirage, except you can't be punished if you choose to play it as a ct (probably with an awp, making this position quite strong).

    [Blocked Image: http://i.imgur.com/2mpm6Ij.jpg]

    I think this angle is okay for an awp vs awp duel, however if I ever wanted to contest this angle with a rifle against an awp, the person with a rifle is at a disadvantage. The balcony on A could work something like mirage's palace, where if someone is playing the long angle they're also open to the balcony where as at the moment they're only open to one or two angles.

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

    You could just block the angle by moving the boxes or finding bigger boxes. I don't really see the balcony being too powerful if you were to give it more angles into the A bombsite as Ts already have to cross mid to get there.

  • [CS:GO] de_scepter (WIP)

    • DooM
    • August 14, 2015 at 9:01 PM

    This map is really interesting, I ran around it for about an hour the other day, I think I agree with maanman to an extent that some of the angles feel awkward but I really want to play it before I can make any solid judgement. The whole 45 degree angle stuff reminds me of a little bit of contra in places.

    One angle that I really don't like is this one from the A pit connector thingy to A main, because it's a head-peek and also if someone is playing there with an AWP it's going to be really hard to kill him, I think it's something akin to the head peek on dust 2 from A site to short but the difference with dust 2 is that you can smoke the bombsite from short, removing the angle but also not giving up map control, whereas with this bombsite I have to rotate out of A main quite far back to even think about throwing a smoke onto the bombsite. I suppose you could compare it to cache, but the head peek at truck is easily smoke-able from the inside of A main without exposing yourself to any angles. I think exposing more of the Ct here wouldn't be a bad thing.

    Here's the angle in question:

    [Blocked Image: http://i.imgur.com/OaqobJ2.jpg]

  • [WIP] de_pavilion (withdrawn from contest)

    • DooM
    • August 4, 2015 at 1:24 PM

    I took a look around and I feel that some of the cover on the bombsites could be refined to allow for better playability.

  • Counter-Strike: Global Offensive

    • DooM
    • August 2, 2015 at 6:52 PM
    Quote from El_Exodus

    *text post*

    I think you should have had some frags without the HUD and synced to music like a more serious frag-movie and then cut back the more funny stuff, I think it would strike a nice balance and add some variety. This link is pretty good at explaining how to use demos for movie-making: link.

  • [CSGO] de_gallery

    • DooM
    • July 29, 2015 at 10:42 PM

    The whole idea behind the crossfire in mid is that if Ts kill the CT window or smoke it they pretty much have free reign of mid, this means to try and stop a split via a connector onto a bombsite could become taxing as well as keeping mid control for late round rotations. The crossfire basically allows for vision onto the opposite connector from where you are standing thus allowing for mid control to still be available but also allowing CTs to play aggressively to stop pushes. This also allows some tactical play to emerge.

  • [CSGO] de_gallery

    • DooM
    • July 29, 2015 at 2:36 PM

    Just some thoughts:

    Quote

    This crossfire between the connectors on mid is nice, It's nice for stopping B splits but I think CTs are too exposed to mid to actually use this angle, maybe close up the angles to mid and make them occur later up the connector if CTs want to play mid aggressively

    [Blocked Image: http://i.imgur.com/JQ6bM9P.jpg]

    This bare corridor leading to the A balcony should have some game-play elements to play around. CTs can self boost and rush aggressively onto the balcony thus meaning Ts should some way to punish this aggression something like B apps on mirage.

    [Blocked Image: http://i.imgur.com/DivNJi1.jpg]

    This angle through CT spawn is quite long it might not be an issue but could become one if Ts push out of the bombsite and try to flank.

    [Blocked Image: http://i.imgur.com/oyoUX6d.jpg]

    I think this curved wall could provide some issues if CTs boost someone up onto the balcony at B. You can't really peek a curved corner therefore if a CT decides to rush this area, killing him could be easy and not provide a worthy gamble for CT.

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

    There's this angle from the CT stairs into the A connector which could be quite powerful.

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

    There's also another head-peek from the mid stairs to the window which also could be powerful.

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

    Display More
  • [CSGO] de_gallery

    • DooM
    • July 29, 2015 at 1:09 AM

    Can we get some sort of workshop link? I'd like to have a look at it in game to test some stuff out.

  • [CS:GO][WIP] de_yard

    • DooM
    • July 28, 2015 at 2:26 PM
    Quote from swst.turn

    In first appearance of aps way there is no access from CT side, but then I thought about situation like 1 v 1, bomb dropped in aps, and last T is in A main/site. So its very hard decision to make for me.

    You could leave the ct access there for the reason you stated but make the corridor leading to the heaven area more viable for Ts to win an engagement if CTs do play aggressively (like B apps on mirage).

  • [CS:GO] de_highlands (WIP)

    • DooM
    • July 20, 2015 at 1:06 PM

    [Blocked Image: http://i.imgur.com/cXclkJJ.gif]

    Looks excellent, but I wonder how it plays :?

  • Counter-Strike: Global Offensive

    • DooM
    • July 20, 2015 at 1:03 PM
    Quote from laminutederire

    Have a poor Internet connection and you won't see this issue! Personally I have 100ms ping with every servers in Europe.

    I wanted to ask, how many matches you have to win, while having the top score of the match mainly everytime, in order to rank up?

    I've ranked up when bottom fragging, top scoring doesn't necessarily mean you're better, as some roles/play-styles get less points (A lurker will not plant the bomb as often as a support player entering the bombsite with the entry fragger.) Of course these roles are never really that defined when you're pugging, but if you play with someone frequently you can start to understand how the other person plays, you can define roles more easily. Anyway to answer the question of how many wins to rank up, seems to be averagely around 6 wins in a row in my experience but higher ranks may require more.

  • Counter-Strike: Global Offensive

    • DooM
    • July 19, 2015 at 1:14 AM
    Quote from SotaPoika

    Maybe in earlier CS, but in CSGO, you better learn to spray 'cuz one-tapping will get you fucked sideways with 64tick and overall hitreg probz.

    I think spraying is more prominent now due to the movement changes that occurred making one tapping an inferior style to the "spraying" style. The movement changes meant that you couldn't "ADAD" as quickly thus meaning you'd become an easy target it you were one tapping due to waiting for the recoil to reset. Just look at how Scream had to adapt his play-style due to the changes, watch a fragmovie from around 2013 when he was playing for VeryGames and you can see his movement is amazing, causing the opponent to constantly re-aim thus making him very hard to hit. (link to the fragmovie)

    Shroud showed in this clip that spraying can be very effective at dealing with many opponents coming from many angles.

  • [WIP] de_aegis - Added Workshop

    • DooM
    • July 17, 2015 at 1:19 PM

    Brush work looks nice, layout looks rather simple. Instead of building corridors, build game-play areas throughout the level, thinking about how every piece of the level is played will allow for great game-play wherever you are on the level. This means that the map will play interestingly, because every area will have some kind of game-play and will allow for players to play it with different styles allowing for strategies to develop. Sorry for the rant about game-play.

    Moving on, one reference image seems like not so much to work from, unless you have hidden away. You might want to collect more castle references, maybe even screenshot a valve map with a similar theme.

    Quick name suggestion: de_aegis.

  • Random Photo Thread

    • DooM
    • July 13, 2015 at 2:30 PM

    [Blocked Image: http://i.imgur.com/pK8maaY.jpg]

    [Blocked Image: http://i.imgur.com/Y3jtGzx.jpg]

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