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  2. laerth

Posts by laerth

  • [CS:GO] Thrill

    • laerth
    • July 24, 2016 at 6:15 AM

    Cool map! Love the visuals. Some feedback:

    -The grass is a little repetitive, maybe use displacements w/ grass + gravel/dirt? -Unless I'm mistaken, I didn't hear any ambient noise, felt a little dead w/o it -The low metal shop/rolling door at A felt like it was hindering molotov/smoke throws, maybe intentional?

  • [CS:GO] de_slate

    • laerth
    • March 30, 2016 at 5:26 AM
    Quote from Trashbang

    1 hour ago, Trashbang said: I actually kinda dig the monochromatic look. There's enough interplay between the light and the geometry to make even really big flat surfaces visually interesting, and there's plenty of foliage to spruce things up where that isn't the case. The texture quality is beautiful and the choice of theme also works really well with your geometry style; lots of nice quirky angles that would feel forced in any other setting.

    I guess my only real objection is that it's all a bit samey?

    Other things I really like:

    - Not a crate in sight

    Yeah, walls often tend to provide most of the visual interest, but this time around I wanted to see how simple the walls could be while relying on shadows and sky/floor detail to create interesting spaces. Also, I guess I really just enjoyed how the foliage shadows looked against flat concrete, for which a rooftop garden is well suited. If I was a better modeler I would have made my own trees...

    And yes, I struggled with how similar everything looks. I tried to differentiate areas with slightly different overlay decals and flowers, but yeah, it kinda fails the squint-test.

    Haha, glad you noticed the absence of crates.

  • [CS:GO] de_slate

    • laerth
    • March 30, 2016 at 2:14 AM

    Thanks for the feedback. Re: colors, yeah, I was going for a more monochromatic look, but you're right: some splashes of color here and there might help differentiate areas. I'll explore some ideas.

    Ah, I was not aware of the 7-day workshop spotlight time limit. I'll definitely consider re-releasing it.

  • [CS:GO] de_slate

    • laerth
    • March 29, 2016 at 4:37 AM

    I entered a very early version of this map in the last MapCore competition, but I couldn't finish it in time. I recently devoted a lot of time to polishing it up (and struggling with an assortment of Source headaches), as well as addressing some of the original feedback. So here it is! I'd love to hear what you think.

    Steam workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=476209350

  • de_nadir

    • laerth
    • August 29, 2015 at 1:34 AM
    Quote from FMPONE

    Out of fairness to the other entrants and in accordance with the rules, and only for those reasons, we've decided that this excellent map is not a good fit for our contest.

    The purpose of the no remake policy is to ensure that everyone has a clean slate coming into this contest, and a map with a 10 year heritage across multiple versions of Counter-Strike is simply not in line with that clean slate policy. Best of luck to you, I feel this map could very well find success in an Operation down the line.

    I've moved this into it's own thread outside of the contest subforum.

    I understand, and thanks for the kind words.

  • de_nadir

    • laerth
    • August 27, 2015 at 4:18 AM

    This map is original to me. See: http://css.gamebanana.com/maps/10923 or my original post on interlopers.net http://www.interlopers.net/forum/viewtopi…e_beroth#p93547

    This map was never part of any official CS:Source release. It was a third party map I released in 2006 that some people played on servers, but that's as far as it went. I also never actually finished it (never left _beta phase). Perhaps I misread the rules, but I assumed "must not have appeared in any prior versions of Counter-Strike" referred to official maps.

    I've made significant changes to the layout, cutting out a big chunk of the first floor, rebuilt/relocated B bombsite, segmented some of the open spaces to constrict flow, etc.. Try out the map and you'll see that, while some of the core elements remain, there have been quite a few changes over the many months I've been working on this thing.


    Anyway, I apologize if I've misunderstood the rules. I'll be bummed if you exclude it, but it's up to you :)

  • de_nadir

    • laerth
    • August 25, 2015 at 9:10 PM

    I just released a big update to de_nadir with a simplified layout, better textures, and a revamped B bombsite. Really curious to hear what you guys think. Thanks!

    Workshop Link


    More screenshots:

    Quote

  • [WIP] de_slate (withdrawn)

    • laerth
    • July 14, 2015 at 5:08 PM

    The whitebox is a little sloppy at the moment for iteration's sake, but I do try to make most angled brushes conform to grid ratios as much as possible, such as 1:1; 1:2, 1:3, 2:3 etc. One example is the stairway at T spawn:


  • [WIP] de_slate (withdrawn)

    • laerth
    • July 12, 2015 at 7:29 PM

    I pushed a new update to workshop: http://steamcommunity.com/sharedfiles/fi…s/?id=476209350

    I simplified the layout a bit, removed redundant paths to bombsites (each site has 3 entries now instead of 4), added bombsite decals, reworked the CT->A connector, added a shortcut ramp to the top of the curved staircase, and clarified the overview image.

    I still have more improvements to make, such as reducing the number of corners you have to check, but I wanted to get something out before the end of the weekend.

  • [WIP] de_slate (withdrawn)

    • laerth
    • July 10, 2015 at 8:22 PM

    Thanks for the critiques, everyone. I think I may have been overthinking some of the bombsite taking/retaking scenarios and in effect tried to solve problems that didn't really exist. I'll make some changes this weekend.

  • [WIP] de_slate (withdrawn)

    • laerth
    • July 9, 2015 at 5:52 PM

  • [WIP] de_slate (withdrawn)

    • laerth
    • July 8, 2015 at 5:30 PM

    I'll spend some time simplifying/reducing redundant routes and clarifying the overview. Here's a connectivity map in case it helps (purple lines = one-way or boost):

    Maybe making the following cuts might help? Or not enough?

  • [WIP] de_slate (withdrawn)

    • laerth
    • July 8, 2015 at 7:11 AM

    Edit: Released!


    Original post:

    Withdrawn -- won't have time to finish.


    Steam workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=476209350

    Quote

    Spoiler Overview image (updated on 7/12):

    Started this as an experiment to see what I could accomplish with minimal base-assets, while also building with as much non-cardinal, off-the-grid geometry as possible. My goal is to facet most of the brush surfaces with models, but we'll see if I have time for that.

    The basic theme is a minimalist roof garden atop a tall building, somewhat like Namba Parks.

    The A bombsite is fairly traditional, but the B bombsite is pretty open to grenades/snipers from both CTs and Ts. The elements I enjoy the most are the drop-downs from mid-to-A-choke and mid-to-B-choke, but I'm not sure how well they'll work out in practice. Curious what you guys think of the layout.

    Anyway, this is essentially just a whitebox, not sure I'll finish it in time for the deadline, but here it is /emoticons/[email protected] 2x" width="15" height="15">

    Display More
  • de_nadir released

    • laerth
    • June 1, 2015 at 4:21 PM

    Thanks for your feedback. New version is up: http://steamcommunity.com/sharedfiles/fi…s/?id=426005068

    The most significant changes since the original post are:

    • Added a new path into the B bombsite from the Alley.
    • Put up some walls and moved the catwalk bridge to reduce the paths/sightlines into A bombsite. Should make controlling this area a little easier.
    • Allowed CTs to cross over the fence at Alley. Ts can boost over.

    Full changes here: http://steamcommunity.com/sharedfiles/fi…gelog/426005068


  • de_nadir released

    • laerth
    • April 17, 2015 at 7:32 AM

    http://steamcommunity.com/sharedfiles/fi…s/?id=426005068


    I first released this map as "de_beroth" for CS:S in 2006. I've made some very slight layout tweaks, quadrupled the brush/entity count, and released the map for CS:GO.


    Let me know what you think, especially if you find any bugs/exploits.


    [Blocked Image: https://pbs.twimg.com/media/CCuPlTSUMAAdqb4.jpg:large]


    [Blocked Image: http://cloud-2.steamusercontent.com/ugc/536268710556829914/488B73873858C31E0BF9381EC45DC257D4810800/]


    [Blocked Image: http://cloud-4.steamusercontent.com/ugc/536268710556827742/64087F5C00EEECA00CE110A1B740E3C0A744AD31/]

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