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  2. skusmet

Posts by skusmet

  • Combat Encounter Design

    • skusmet
    • March 4, 2015 at 11:44 PM

    I would highly suggest playing through a big chunk of the Half Life series to get a feel for the combat and the encounters, assuming you haven't already.

  • [CSGO] [WIP] de_whatever (temporary name)

    • skusmet
    • March 4, 2015 at 9:39 PM

    Can you gimme any designs or references you want? Some styles etc? There's lots of kinds of bridges in the world, don't know where to start really

  • [CSGO] [WIP] de_whatever (temporary name)

    • skusmet
    • March 4, 2015 at 5:41 PM

    Alright will see what I can do.

  • [CSGO] [WIP] de_whatever (temporary name)

    • skusmet
    • March 4, 2015 at 12:37 AM

    Don't worry not gonna ask for money for a model, if there's any specifics you want size wise etc let me know I'll whip something up before the weekend hopefully, depends how busy work is!

  • [CSGO] [WIP] de_whatever (temporary name)

    • skusmet
    • March 2, 2015 at 5:53 PM

    If you give me some info / mood boards I can make you a bridge

  • WIP in WIP, post your level screenshots!

    • skusmet
    • March 1, 2015 at 2:30 PM

    Nice Minos, is that in a games engine?

  • References Thread

    • skusmet
    • February 28, 2015 at 6:38 PM

    My friend just posted this photo on Facebook I thought it was a really nice shot, but I suck at terrain so someone have at it


    [Blocked Image: http://i.imgur.com/0BjaxOA.jpg]

  • [CS:GO] [WIP] Unknown Name

    • skusmet
    • February 26, 2015 at 5:40 PM

    From what I can immediately tell from the top down view of your layout, there doesn't seem to be any "play area" if you will. Lots of corridors / hallways / narrow paths that lead to more of the same, but no real rooms or bigger open spaces. Think about the setting of your map and why the terrorists would be there, and a lot of the logistics falls into place. I.E. Is it a facility in which the teams have to enter into after spawning from the outside?

    I don't get an overarching theme or locale looking at your theme, which is often understandable when just grey boxed, but like I said above, it seems to be a lot of corridors connecting to other corridors at the minute and thusly I can't fathom what kind of locale this would be - or maybe I could, but it wouldn't be one that's fun to play in necessarily.


    Keep going! Maybe sketch up some ideas and don't be afraid to start from scratch (not that I'm suggesting do that in this case!).

  • WIP in WIP, post your level screenshots!

    • skusmet
    • February 25, 2015 at 11:24 AM

    That reminds me of an environment from Sunset Overdrive

  • The random model thread!

    • skusmet
    • February 25, 2015 at 11:14 AM

    [Blocked Image: http://i.imgur.com/F6Qxh18.png]


    A very rough screenshot of a very rough model, it will eventually be a wheeled pallet to move gas tanks around. Might just re-do the tank altogether though.

  • What have you watched recently?

    • skusmet
    • February 24, 2015 at 11:19 PM

    Just last night


    [Blocked Image: http://heroesofexpression.files.wordpress.com/2010/12/hitchhiker-movie-hitchhikers-guide-to-the-galaxy-543348_1280_1024.jpg]

  • Good engines for a city

    • skusmet
    • February 24, 2015 at 11:11 PM

    Unreal Engine 4 has just released an update that supports worlds upwards of 100km^2 - the new Crackdown game is being made on the very same engine.

  • ITT: Post maps/scenes that never saw the light of the day.

    • skusmet
    • February 24, 2015 at 10:31 PM

    Something I worked on a while ago, I got to a "finished" stage but wasn't happy with it. If I was to go back to it I would start again from the high poly stage. It was a recreation of a fighting game stage.


    [Blocked Image: http://i725.photobucket.com/albums/ww253/JERorly/Ad%20Mod%20Presentation/Scene.png~original]

  • WIP in WIP, post your level screenshots!

    • skusmet
    • February 23, 2015 at 1:37 AM

    My biggest tip to give to somebody just starting out is to think about the purpose of each room and subsequently the level and the way it connects together. This goes for everything from the size of your rooms all the way down to the minute details such as decals and their placement and props. For example in your first screenshot those kinds of lights are typically used in a building / construction site environment but there seems to be no other signs of that being the case in that particular picture. Think about everything you place and do and change within your level. Don't think of it as a level in fact, think of it as a world and bring some story and purpose to all that you do within it.


    Great start, keep going!

  • Punch Club (ex. VHS Story)

    • skusmet
    • February 22, 2015 at 10:14 PM

    So so pretty, and as an avid (or at least I was) fighting game fan, especially Street Fighter, this concept sounds stellar. Can't wait to give it a try.

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