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. Mac

Posts by Mac

  • [WIP] De_selva

    • Mac
    • June 18, 2015 at 4:48 PM
    Quote from jackophant

    I'd avoid putting vegetation in the middle of an area by itself. CSGO tends to play better when foliage is on the fringes of gameplay. If you actually want cover there, but a box down first and then have the plant next to it if you must have it at all.

    Vegetation is very easy to overdo (de_orion), and use imporoperly, so be careful.

    Good looking out, rest assured that wasn't placed there with the intentions of it being the final design. Honestly, I've thought about deferring all foliage props to outskirts / above player height in general so, we'll see how the props and cosmetics play out closer to map completion.

  • [WIP] De_selva

    • Mac
    • June 18, 2015 at 4:45 PM
    Quote from Mackaveli

    Why did you change the mid from the last thread "WIP.playtest" or something similar, I don't really see what you gain from it.

    I was going to type a detailed reply but just to clarify, what specifically are you referring to? The removal of the underpass to the warehouse? Or the current construction in general in the mid area? Keep in mind that area is not finished, in fact it has hardly been touched as far as cosmetics.

  • [WIP] De_selva

    • Mac
    • June 12, 2015 at 9:22 PM

    Sorry guys i didn't realize anyone was waiting for updates.

    EDIT - Here is an updated workshop link, including a temporary minimap. I'm sure my partner in crime will edit the OP when he logs in. Thanks!

    http://steamcommunity.com/sharedfiles/fi…s/?id=445251748

  • [WIP] De_selva

    • Mac
    • June 8, 2015 at 5:50 PM
    Quote from TheGuma

    Before I go ahead, give your map a name.

    "A NEW UNIQUE DEFUSE MAP FOR 99$" "New defuse map Im working" "super early defuse" is not what gets the interest, and it also floods the section.

    You also posted preview screenshots and not overview, so that's the only thing I can judge.

    It looks too much like de_log, in my opinion.

    We do appreciate the criticism and have decided on a name for the project. An overview image will be available soon. As this is a WIP, like many of the threads in this "flooded" forum, our layout design is often taking a slightly different direction.

    Sorry but it doesn't look like log...no map looks like log lol.

    Again thanks for your feedback, and please do critique the final map.

  • [CSGO] WIP Alpha Playtesting (LF Feedback)

    • Mac
    • May 19, 2015 at 9:52 PM
    Quote from Mackaveli

    Hey first time posting here now aswell, I just appreciated the effort you made thus far, looks really solid for an first version. The rest is just my honest opinion.


    The middle is great, don't change the idea of that too much.


    There is alot of visual clutter even in this early state, both on the way to A aswell as B.


    The room connecting middle to A, has an small path right above the entry to mid, which you can't enter,then why have it there?


    The area between B-site and middle has tons of stairs, doors, that don't lead anywhere, and as an first impression, you really think they do. They look good however, so maybe you should use them for real somewhere else, like instead of the slope from tspawn to A.


    The whole B area is really messy. and having the bombsite in the corner doesn't provide as much strategic options compared to if it were in the center, around where the small pillars are. that way the terrorist would have alot more ways of defending it, and more ways to attack it.


    A- really far too open, it just looks plain boring and has very little to create some stragetic depth. I think you should create an much smaller entry from T, (still big, just not enormous) and add an smaller entry to the far right of the A room. And something else for the actual bombsite.


    T-spawn has some silo's and an door behind them, seeing this on the minimap, with the very close middle just above it, you naturally think that the door connects them, and it doesnt,

    just confusing.


    Mainly, make the rooms connecting the middle to both the bombsites less confusing and smaller in size and more about leading the player straight towards the bombsite. There should be nothing happening here, just crystal clear that what's important is ahead, not here.

    Display More


    Thanks for the feedback! This is why i posted this project in early development, sometimes when you stare at the same thing too long you just need fresh input. Everything you said has been taken into consideration and I agree with most of your criticism, while i think other things would be more clear (such as confusing areas) if the map were to be textured/polished up a bit. I think when the whole map is orange, grey and illuminated its easy to confuse closed off/cosmetic areas with actual routes/doorways.

  • [CSGO] WIP Alpha Playtesting (LF Feedback)

    • Mac
    • May 19, 2015 at 8:37 PM
    Quote from TheGuma

    It seems like T's get a very LONG long angle to bombsite A from which they can move out of the spawn with an AWP and snipe CT's disabling the ability to get on the other end of the bombsite to prepare for T rushes.

    In general, the map feels more AWP sided and nearly impractical for different playstyles (rushing, for example).

    I've also noticed that the cover on bombsite A is very lackluster (not allowing for cover from bigger angles) while the cover on B is very clustered.

    You might want to consider moving crates so that they provide a safe angle from main paths but not overpowered so that they could still get killed.

    I see you tried to go for a bit of a different approach, which I understand, but the map feels a bit big.


    Thanks for the feedback, TheGuma.

    I agree with everything that you posted and I did contemplate moving Bombsite A as you can see in one of the photos on my workshop page. I suppose I was worried about cluttering and at the same time wanted to promote the use of smokes/flashes as means of entry outside of mid. With Bombsite B I felt Ts have an advantage for entry (height) so I wanted to balance that with some cover for CTs to get into position.

    As far as the size of the map, as long as you arent going back into T spawn, no reason to unless you are trying not to be found, rotation times have not been a problem. I did indeed try something different where you have two main paths (A and B) that branch into a middle path with connectors instead of a basic 3 lane.

    I was hoping this would make for exciting rotations and strategy and allow CTs to have control over bombsite locations without being too spread out, but it may backfire.


    Edit: I do have a name in mind but the theme may change as the layout does so I didnt want to label it, but my next play test will have the theme and name with it.

  • [CSGO] WIP Alpha Playtesting (LF Feedback)

    • Mac
    • May 19, 2015 at 7:29 PM

    Hello all,


    Long-time reader, first time poster here. Just want to get some feedback on a map I've been working on, as bots can only do so much..


    More details can be found on the steam workshop page here.


    Thanks for reading and I hope you enjoy the map.


    Here are a few screen shots:


    Quote

    [Blocked Image: http://i59.tinypic.com/2d9xv8g.jpg]

    [Blocked Image: http://i57.tinypic.com/2lkrwxc.jpg]

    [Blocked Image: http://i58.tinypic.com/v4v778.jpg]

    [Blocked Image: http://i62.tinypic.com/2aij7lv.jpg]

    [Blocked Image: http://i58.tinypic.com/315mw5k.jpg]

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™