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. Muffin

Posts by Muffin

  • [CS:GO][WiP]de_unity[Greybox]

    • Muffin
    • March 12, 2015 at 12:12 AM
    Quote from Benmx

    looks good, what is your workflow? blender, may, 3dmax? how you texture it? i really like your concept, also rememberme some missions of splinter cell.

    nice.

    I don't recall seeing you on splinter cell. Also, I only use Source SDK and its built in textures. No external programs

  • [CS:GO][WiP]de_unity[Greybox]

    • Muffin
    • March 11, 2015 at 11:51 PM

    Done with most of Vaya's requests!

    New Bombsite A:

    Middle now has T side cover!

    New Bombsite B:

    New/better overview


    Please post your feedback, suggestions, and bugs!


    Note: I added player clips

  • [csgo] cs_cruise

    • Muffin
    • March 11, 2015 at 10:37 PM
    Quote from stealthgerbil

    This looks awesome! Was going to make a cruise ship map but it appears that I was beaten Can't wait to try it out.

    You can still make a cruise map, but It will just look like you are copying him xD

  • My 3d work for share :)

    • Muffin
    • March 11, 2015 at 10:35 PM

    Wow. Nice looking stuff

  • [CS:GO][WiP]de_unity[Greybox]

    • Muffin
    • March 11, 2015 at 6:56 PM
    Quote from Vaya

    Okay had a run about in it

    - Bombsites are too open. you want them to be close environments the players has to breach. This hurts the gameplay in two ways:

    • Terrorists struggle for a safe plant but if they do:
    • CTs will struggle to check all angles before defusing

    - Func_detail stairs and all pillars etc. If you turn off Func_detail in the visgroups you should be left with Cube rooms. No pillars and no stairs. how many numportals do you currently have?!- Some pretty long lines of sight (one from t spawn right into mid. Without any sort of cover on either side this probably would be annoying for players.

    -Map seems too big. According to Bot_showbattlefront 1 you have 5-6 chokes on the map which is like double what you want. I would be simplifying.

    So, addressing the choke point problem, one of the things is that middle has 2 levels, which probably adds on 2 of those points.

    But thanks for the feedback, I'll try to get it done when I get home from school. (Hehehe)

  • [CS:GO] [WIP] de_earlywarning

    • Muffin
    • March 11, 2015 at 5:20 PM

    Alternatively, you could simply make the long stretch to t side of b roofed in with lots of electrical equipment and clutter. This would also further optimize middle.

  • [CSGO] Good map rotation times

    • Muffin
    • March 11, 2015 at 5:13 PM
    Quote from Vaya

    I think this is what makes Dust2 so good. The long rotate times, the fact that T can watch CT rotate and the way the bombsites are made, The fact that A-site is "above" the rotate path makes that bombsite very special, and B is just hell to enter as CT. 1.6 used to be a lot better for taking B. door was flipped so you could check car and then use window to check backplat. No idea what the door was flipped Maybe it's because Valve wanted players to enter B site with cover against players playing car. How ironic

  • [CS:GO][WiP]de_unity[Greybox]

    • Muffin
    • March 11, 2015 at 4:57 PM
    Quote from Guni

    From the screenshots it looks really really open, snipers heaven. However might play differently. Ill wait for Vaya's verdict because im running on dial up, basically atm.

    Currently, middle is open, but not too open. A lot of the places aren't too big though. Have a test on it And a lot of the areas have pillars and sculptures as natural cover.

  • [CS:GO] [WIP] de_earlywarning

    • Muffin
    • March 11, 2015 at 4:56 PM

    You could always friend a bunch of people and host your own private server with a 5v5 if your internet can support it.

  • [CS:GO] [WIP] de_earlywarning

    • Muffin
    • March 11, 2015 at 2:28 PM

    So I ran around on the map a bit. It looks great. But the middle area with the long path towards T side of B seems a little bland, and open.

  • [CS:GO][WiP]de_unity[Greybox]

    • Muffin
    • March 11, 2015 at 2:26 PM

    Here is the new radar/overview!


  • [CS:GO][WiP]de_unity[Greybox]

    • Muffin
    • March 11, 2015 at 2:08 PM
    Quote from Vaya

    I'll have a run about in it tonight. Can't tell much from that overview (nodraw the top of shit man!)

    Lol. I just finished the nodraw and I am going to upload it in like 20 minutes.

  • de_zoo

    • Muffin
    • March 11, 2015 at 4:01 AM

    I can't wait for this to be in an operation. I swear this map is probably going to be the most played!

  • [CS_GO] de_aggro

    • Muffin
    • March 11, 2015 at 3:57 AM

    If the layout isnt done, then post this in the 3D sectionn of the forums and arrange some playtests. When it's done, post the map here.

  • [CS:GO][WiP]de_unity[Greybox]

    • Muffin
    • March 11, 2015 at 1:21 AM

    Lol no one has said anything about the map yet xD.


    Anyways...


    Added some nice ball sculptures to CT lobby at A



    Lots of more pillars!



    And power generators at B


  • FongHuang [CS:GO Defuse]

    • Muffin
    • March 11, 2015 at 1:09 AM

    Bombsite A's timings are fine judging by your picture, but B timings are insane. Imagine getting one second to prepare before enemies rush in! I would lengthen the time it takes T's to get there by at least 2 seconds. Same with A site, but 2 seconds is "ok"

  • [CS:GO] [WIP] de_earlywarning

    • Muffin
    • March 11, 2015 at 12:10 AM

    What timezone do all you guys follow? I can play in the 5v5, but the time differences

  • [CSGO] [WIP] Station (de_station)

    • Muffin
    • March 10, 2015 at 11:51 PM

    I really suggest using the main building and all, but have like a subway entrance on the side. There are already subway entrances but they look boring and out of place. Maybe you could add a station above with ticket booths that sections off the upper playing area?

  • [CS:GO] [WIP] de_earlywarning

    • Muffin
    • March 10, 2015 at 11:47 PM
    Quote from Mvllsk

    that isnt necessarily a problem. It also takes long to take A on inferno for example. Or Season.

    The power generator underneath A window has made the map much more interesting. You can boost there to get another very cool position to hold from. Overall, these changes really improved the playabilitiy of the map. Ok thanks, I'll be sure to playtest it tonight.

  • [CS:GO][WIP] de_arizona (Motel) - Source files available

    • Muffin
    • March 10, 2015 at 10:24 PM

    It's not a bad thing at all

Discord

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

Latest Posts

  1. How to Use a Free Kundali Maker for Accurate Future Predictions

    astr09
    July 23, 2026 at 6:35 AM
  2. Tangerine

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

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

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

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

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

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

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

    Jeremy Rivera
    June 11, 2026 at 10:03 AM
  10. Bridges 2.0 by NEXSIDE, MAP SHOWCASE. ( Steam Workshop )

    MrTrane18
    June 1, 2026 at 7:46 PM
  1. Privacy Policy
  2. Contact
Powered by WoltLab Suite™