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. oxygencube

Posts by oxygencube

  • WIP in WIP, post your level screenshots!

    • oxygencube
    • March 15, 2015 at 8:06 PM
    Quote from unremarkable player

    @Oxygen, looks nice. What's player visibility like?

    I haven't play tested it with the new sunset/lighting yet. One thing I, and most players, like about Insurgency are the realistic and immersive environments. I think it is difficult to try and make player visibility super clear while keeping the setting rich and detailed. I will keep playing with the ambient lighting and secondary light sources. I think I would lean more towards a rich and moody setting vs super clean, easy player visibility, if I had to choose at this point. The comp community is starting to grow and they could use more maps so I would like to make it comp friendly while maintaining the Insurgency feel. I guess this is newer territory for the game and this aspect of Insurgency is still taking shape. Open to feedback for sure though.

    Quote from blackdog

    Looks pretty, insurgency?

    Yep.

  • [csgo] cs_cruise

    • oxygencube
    • March 14, 2015 at 7:07 PM
    Quote from kinggambit

    What's -makedevshots ?Takes snapshots of cameras you set up in your map. You get a pretty neat effect if you compile throughout map's development: http://www.teamfortress.com/post.php?id=2754Nice! I always wondered how people got great wip shots of the same area.

  • WIP in WIP, post your level screenshots!

    • oxygencube
    • March 14, 2015 at 6:58 PM

    Areas I roughed out this week...

    [Blocked Image: http://drew-fletcher.com/insurgency/pics/gizab_055_01.jpg][Blocked Image: http://drew-fletcher.com/insurgency/pics/gizab_055_02.jpg][Blocked Image: http://drew-fletcher.com/insurgency/pics/gizab_055_03.jpg][Blocked Image: http://drew-fletcher.com/insurgency/pics/gizab_055_04.jpg]

  • WIP (Insurgency) Gizab

    • oxygencube
    • March 14, 2015 at 6:46 PM

    Showing some of the areas I worked on this week. Hoping that by the end of next week I have the whole map roughed out to about 60%. The Security side spawn is a bit ambitions as it will be the mountain side entrance to the back side of the town. Started roughing out the 3d skybox but still can't quite see how it's gonna come together.
    [Blocked Image: http://drew-fletcher.com/insurgency/pics/gizab_055_01.jpg][Blocked Image: http://drew-fletcher.com/insurgency/pics/gizab_055_02.jpg][Blocked Image: http://drew-fletcher.com/insurgency/pics/gizab_055_03.jpg][Blocked Image: http://drew-fletcher.com/insurgency/pics/gizab_055_04.jpg]

  • WIP (Insurgency) Gizab

    • oxygencube
    • March 2, 2015 at 1:27 AM

    Spent some time on the tunnels/sewer and started working on the security det. point (A). Also, committed to the sunset lighting/skybox. Gonna have to tweak the ambient light to make sure the outdoor shadows and still bright enough for gameplay. Trying the workflow of getting areas to about 75% visually, which helps me bring the whole map up at once vs going room by room to 100%. It theory, this makes sense and seems to be working well for me. This also helps me see what custom props/textures I might want to implement after I get themes for areas worked out. I have a few in mind already like a fountain for the mosque courtyard, center of the map, and maybe some pieces for the tunnels/sewers. The good thing about mapping for Insurgency is that these textures/props haven't been beat to death like TF2 and CS.


    [Blocked Image: http://drew-fletcher.com/insurgency/pics/gizab_41_01.jpg][Blocked Image: http://drew-fletcher.com/insurgency/pics/gizab_41_02.jpg][Blocked Image: http://drew-fletcher.com/insurgency/pics/gizab_41_03.jpg]

  • WIP (Insurgency) Gizab

    • oxygencube
    • February 22, 2015 at 1:46 AM

    Continuing to crank away.. Here are some shots of middle routes.. It's become a library. [Blocked Image: http://www.drew-fletcher.com/insurgency/pics/gizab_39_3.jpg]


    [Blocked Image: http://www.drew-fletcher.com/insurgency/pics/gizab_39_1.jpg][Blocked Image: http://www.drew-fletcher.com/insurgency/pics/gizab_39_2.jpg]

  • WIP (Insurgency) Gizab

    • oxygencube
    • February 6, 2015 at 12:15 AM

    Here is a little update...


    Been roughing out first visual pass... I prefer to rough stuff out first and get themes and feels for areas then go back and add a detail and small prop pass.


    Spent the day working on a skybox.. Not sure if I want a full day or sunset.. Feedback?


    [Blocked Image: http://www.drew-fletcher.com/insurgency/pics/gizab_wip2_02.jpg][Blocked Image: http://www.drew-fletcher.com/insurgency/pics/gizab_wip2_03.jpg][Blocked Image: http://www.drew-fletcher.com/insurgency/pics/gizab_wip2_04.jpg][Blocked Image: http://www.drew-fletcher.com/insurgency/pics/gizab_wip2_01.jpg]

  • Source Skybox Texture Pack (403mb)

    • oxygencube
    • February 5, 2015 at 8:44 PM

    Thanks for these... Trying out some of them for my INS map now.

  • De_Oasis (WIP name)

    • oxygencube
    • February 5, 2015 at 6:51 PM

    Loving this! The blue sky looks much better. Consider getting some warmer colors in there, for example the wooden doors/fences and red bricks in your reference.

  • CS:GO, Hammer, or hopefully 3dsMax?

    • oxygencube
    • February 5, 2015 at 6:36 PM
    Quote from Vaya

    read up on wallworm - http://www.wallworm.com/projects/utili…-to-the-Max.pdf


    Might be exactly what you're looking for


    Woah! Is there anything like this for Maya?

  • WIP (Insurgency) Gizab

    • oxygencube
    • January 24, 2015 at 6:04 AM
    Quote from Black_Stormy

    That's a good start, the brushwork looks fairly detailed and not too blocky. With the interior ceilings try to find a way to vary the height of the ceiling to introduce more BSP detail there. They look very plain and it's much harder to make a big blank brush look nice, as opposed to more intricate BSP. The map is symmetrical, which is a nice go-to for gameplay balance, but can be boring. You can use the same layout and make very different environments so the map isn't as samey.

    Thanks man... I haven't done any real detailing or even a decent visual pass cause I still want to have one more strong play test with feedback. No point in adding detail until I'm solid on the gameplay. I do plan on varying it up visually as env art is my specialty. Hoping to add a custom model or textures as well.

  • WIP (Insurgency) Gizab

    • oxygencube
    • January 23, 2015 at 9:31 PM

    I decided I was finally ready to make a thread. I am working on an Insurgency map, Gizab, named after a town in Afghanistan. This map is designed for Skirmish/Firefight but should work well for Occupy and Push as well. The layout is inspired by dod_kalt, one of my favorite dod:s maps. Here are the latest screens. White lines are main routes, dotted in underground tunnel. I plan on playtesting it this Sunday 1/25/15 at 8pm EST on 69.13.38.158:27015 if you would like to play and give me feedback. Keep in mind, these visuals are rough. I've done some closed playtesting but I need to do some larger public testing to make sure the layout holds but before I detail it. Theme: small town on a mountain side in AfghanistanGamemode: Skirmish/FirefightMap size: Medium [Blocked Image: http://www.drew-fletcher.com/insurgency/pics/gizab_a1_01.jpg][Blocked Image: http://www.drew-fletcher.com/insurgency/pics/gizab_a1_02.jpg][Blocked Image: http://www.drew-fletcher.com/insurgency/pics/gizab_a1_03.jpg][Blocked Image: http://www.drew-fletcher.com/insurgency/pics/gizab_a1_04.jpg][Blocked Image: http://www.drew-fletcher.com/insurgency/pics/gizab_a1_05.jpg][Blocked Image: http://www.drew-fletcher.com/insurgency/pics/gizab_a1_06.jpg][Blocked Image: http://www.drew-fletcher.com/insurgency/pics/gizab_a1_07.jpg][Blocked Image: http://www.drew-fletcher.com/insurgency/pics/gizab_a1_08.jpg]

  • MapCore CS:GO Playtesting 4.0

    • oxygencube
    • January 10, 2015 at 12:05 AM

    Hoping this isn't too far off topic...

    I'm working on a Insurgency map and am having a heck of a time finding play testers. Can anybody point me towards a somewhere / a community that I can get my map tested?

  • Mapcore Introductions Thread

    • oxygencube
    • January 9, 2015 at 9:27 PM

    Ayo! I am new here. I am a 3d artist and SCAD grad. I've been playing tons on Insurgency and decided to make a map. I've heard this is a great place and looking forward to being part of the community. You might recognize me from making the ambulance for hoodoo, a TF2 map made by YM. Anyway, glad to be here!

Discord

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

Latest Posts

  1. Custom Gamemodes Contest

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

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

    Harry Poster
    July 18, 2026 at 11:10 AM
  4. Any of the old guard still around? D:

    Warby
    July 12, 2026 at 8:23 PM
  5. About our archived forums

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

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

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

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

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

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™