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  2. drpenguin

Posts by drpenguin

  • de_ampitheatre (rename pending)

    • drpenguin
    • June 3, 2015 at 4:50 AM

    Completely updated original post with images and new workshop link (accidently deleted the old one) - have completely changed the map from previous versions and gotten rid of the ampitheatre (so will need to come up with a new name). There are still some areas of poor brushing that I am aware of - still changing layout so want to get it fairly settled before fixing up certain areas.

    I have started just applying some basic textures from previous maps to areas of the map to get a bit of an idea about what is going on. The theme I am planning to go for is a medieval castle with a fair going on in the grounds on the right side of the map.

  • de_ampitheatre (rename pending)

    • drpenguin
    • May 1, 2015 at 3:59 PM

    Have updated the workshop link in the first picture with the latest version of the map - still doing a lot of work just trying to sort out the layout of this map after playing it a lot and iterating on different areas of the map. I have condensed the overall size of the map to reduce dead space but this in turn tends to mean that contact at the main choke points tends to happens quite early on in a round.


    Quote

    [Blocked Image: http://i.imgur.com/gQ7PpJR.jpg]

    [Blocked Image: http://i.imgur.com/6lEYKD0.jpg]

    [Blocked Image: http://i.imgur.com/kI84Z8h.jpg]

    [Blocked Image: http://i.imgur.com/gWg7B6D.jpg]

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

  • de_ampitheatre (rename pending)

    • drpenguin
    • April 26, 2015 at 7:21 AM

    Thanks for the feedback about the walls and verticality - have rejigged those aspects of the map and fixed up the labels for the bombsites.

    I am also in the process of opening up T side of the map so the spaces aren't as narrow and as narrow corridors to allow for more movement but keeping a few of the connectors more narrow.


    In regards to the doorway out for the middle of the spiral stairs - at the moment I intended it to be quite small (just narrow enough for a single player to pass through) rather than a larger exit as it can be used to more quickly get around the map, especially as you can jump to that doorway going upwards to shave off time when rotating.


    My biggest concern at the moment is that rotations after planting might take a tad too long, especially trying to retake Bombsite B (the one left from T spawn) if you are at Bombsite A, but I think further playtesting will be required to trial this.


    Going to keep working on it for a bit longer before I update the Workshop with all the changes.

  • de_ampitheatre (rename pending)

    • drpenguin
    • April 23, 2015 at 3:07 PM

    Original post"The premise of the map was to have a large central arena with multiple paths linking between different areas all going through the middle allowing quick transitions but riskier as could be spotted/killed if the other team is monitoring mid while allowing safer paths around the edge of the map. Theme for the map is likely going to play off having some Roman ruins around the map next to an old castle with an ampitheatre as the centrepoint of the map. I am planning on turning Bombsite B into some form of archaeology site with Roman pillars present. While A will be located in part of the old castle. This map is going to take me a long time to get going due to being fairly new to mapping and not the best at modelling/working things through. I probably will make plenty of basic mistakes but I want to try and finish this slowly over time.


    UPDATE (2nd June)

    Have changed this map quite significantly since previous update. The centre ampitheatre area was not working at all during playtesting (was just too big and open - had to make a decision to keep it but I think the gameplay suffered too much for it). This made me completely rethink the map and theme so decided to change it quite extensively. Current theme is now based on a medieval castle with a festival/fair going on in the grounds.

    Bombsite A is down around multiple marques/tents around with stalls that are selling things - still very basic blocking just to give an idea of what is going on. Bombsite B is an inner courtyard that T's get to after running through what I am currently calling the "armory" - it will have items on display that are inside bulletproof glass.


    Quote

    Map overview - basic structure of the map has changed slightly but lots of changes present on sites/connectors.

    [Blocked Image: http://i.imgur.com/ISJ45N7.jpg]

    Next two images are two perspectives of bombsite A

    [Blocked Image: http://i.imgur.com/c05TgUE.jpg]

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

    Bombsite B

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

    Armory - between T spawn and Bombsite B

    [Blocked Image: http://i.imgur.com/TlVpR6v.jpg]

    Mid from CT spawn

    [Blocked Image: http://i.imgur.com/XwSJz1h.jpg]

    Display More


    Steam workshop link: http://steamcommunity.com/sharedfiles/fi…s/?id=454229568

    *New workshop link as I accidentally deleted the previous version on the workshop - working minimap included

  • WIP in WIP, post your level screenshots!

    • drpenguin
    • April 20, 2015 at 12:30 PM

    Fairly new to this whole mapbuilding but have got around to fleshing out a map and being playtesting it quite a bit just with bots and friends.

    The premise of the map was to have a large central arena with multiple paths linking between different areas all going through the middle allowing quicker rotations at increased risk, while still allowing rotations to happen around the outside of the map but they are a bit slower so control of the centre area can allow access to different routes to take/retake bombsites.


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


    [Blocked Image: http://i.imgur.com/e2dg70c.jpg]


    Steam workshop link http://steamcommunity.com/sharedfiles/fi…s/?id=428934425

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