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. Promulle

Posts by Promulle

  • [WIP] de_perish

    • Promulle
    • August 15, 2015 at 9:59 PM

    @jackophant

    I did reply to some of the feedback, and changed the map after it.

    But the things I did not do is directly refering to the people who suggested the changes. Maybe that was wrong.

    Some examples:

    - Brightness (I added ambient light making the map more bright in general and I made a lot of the lights brighter)

    - The camper/save corner at t-spawn which got completely removed

    - The method to build skybox buildings more accurate was used with two skybox building (I know that you can't know that)

    - The door to A-Upper which was only a wood tile and now looks like a door

    There might be more, but those are the suggestions I used, that I'm able to think of.


    Regarding the theme, I did not respond or barely to those questions because I simply couldn't answer them.

    But you, and some others did inspire me to think of it.

    So here are the things I can say now:

    Original I wanted my Map to be a nightmap simply because I wanted it to be something special compared to the official mappool.

    To match the night theme, I thought of an old, nearly abandoned city, so I was thinking, that using the brick textures, which came with hammer would fit.

    But I also wanted the map to look different in different areas. So in the original concept I divided it into an industrial(B-spot) and an "living" area(A-spot).

    Corresponding I decided for it to have two mids (upper mid with the fountain, lower mid with the garbage). With every mid connecting to one of the Bombspots.

    Those were the original thoughts, I had in mind.

    I did expand on that. With the following being the thoughts I came up with during the contest.

    The map ist set in an old european coast city/village, which got rich by whalehunting, but then by suddenly, after this source of money was gone, the city lost a lot of

    people and a lot of those things used for whaling got abandoned and everybody stopped caring about them. (even if the last part is not finished at all at this state)

    So this is the theme i thought of.


    And the thing with the mapcore playtesting, well I was busy the past weeks with university and other stuff. So I simply forgot about that. Before those weeks, the time the contest started,

    I had an own source of playtest, so I simply did not bother (sorry).

    But still I got feedback of newer version by people i reguraly play with about what they like, don't like and which would not fit in cs:go.

    And after this I did change the map.


    I'm sorry that this misconception could appear, primarely by my fault of not marking people in responses directly.


    (Sorry for my english)

  • [WIP] de_perish

    • Promulle
    • August 14, 2015 at 4:03 AM

    Also, if theres any interest in this version I took the screenshots with, I could publish a filehoster link, where you can download the map.

    But this way you have to put the files in the right places by yourself.


    So write something, if there is actual interest.

    Thanks for your time. :)

  • [WIP] de_perish

    • Promulle
    • August 14, 2015 at 12:57 AM

    Next update incoming. (as soon as workshop let's me ;) )

    All of this changes should be looked on as upcoming.

    Changes :

    Mid:

    - changed the sandbags to this wall, for balancing purposes

    A-Spot:

    - removed a static prop in front of a

    - reworked ct area to better suit to the clipping i made there

    - added a boosting spot, to increase tactical depth at the ct-water area

    Misc:

    - reworked the roof of this wall between t-spawn an A-Spot


    Some final notes:

    Those are the changes I am certain about. There may be more in that update.

    Once I uploaded, you will know.

    As always have fun and feel free to leave feedback :)

  • [WIP] de_perish

    • Promulle
    • July 30, 2015 at 3:42 PM

    New update released. :)

    - Improved clipping in mid

    - improved skybox (added buildings)

    - enhanced detailing on one house

    - added first piece of "background story"


    As always feel free to leave feedback.

  • [WIP] de_perish

    • Promulle
    • July 22, 2015 at 12:08 PM

    New update is here. :)

    A-Spot :

    - fixed windowscale

    - reworked ct-water area

    B-Spot:

    - reworked some architecture

    Layout :

    - removed the save spot at t-spawn

    This is all for this update.

    As always feel free to leave feedback. :)

  • [WIP] de_perish

    • Promulle
    • July 19, 2015 at 9:30 PM

    Thanks for the feedback everyone provided so far. :)

    To some things mentioned:

    Non-solid windows,edges etc. : - this is a decision i made to favor uncomplicated gameplay (or i just hate to stuck at such things)

    sharp edges : - I do like sharp edges more than round edges when it comes to playing and holding those angles. So i decided that no gameplay-relevant edge should be round.

    But i am working on making the map look less blocky.

    Also i wil focus on fixing the mentioned wrong scale on a-spot.

  • [WIP] de_perish

    • Promulle
    • July 15, 2015 at 5:04 PM

    Next update is here.

    - improved detailing in a lot of areas

    Lighting :

    - added ambient light which should make the map more playable on low brightness settings

    - brightened up b-spot upper areas

    A-Spot :

    - made the way to booster/upper more reasonable

    Bugfixes :

    - fixed a boost on b-spot which would give you one way vision

    Thanks for reading, and as always, feel free to leave feedback. :)

  • [WIP] de_perish

    • Promulle
    • July 9, 2015 at 4:25 PM

    Just to clear up the boat thing. ;)

  • [WIP] de_perish

    • Promulle
    • July 8, 2015 at 9:36 PM

    Hello, thanks for the huge amount of feedback. :)

    I will look into a ot of the things suggested, which I was planning to do anyway like the windows, the details on the houses and so on.

    The tunnel behind the silver door is more a leftover from an older version. I did not remove it, because I was thinking of making it an out of play area,

    which would add a bit of detail to the tunnel area.

    But I couldn't decide on keeping it or removing it.


    Thank you for your time.

  • [WIP] de_perish

    • Promulle
    • July 7, 2015 at 8:19 PM

    Hey, thanks for the feedback.

    The people I played the map with had no problems regarding light.

    But I still consider making the light a bit brighter.

    Maybe in a later update.

    (I usually play on a brightness setting 1.6, on which the map does look fine for me)


    The Layout might look wrong on the minimap, cause there is only one way in the bottom left corner.

    But i realise the one thing could look like a second way, but this is a dead end, mostly used to save weapons.

    I maybe should put some afford in distinguishing the path and the dead end a bit more on the minimap.


    And the theme and artwork is mostly the greatest weakness of the map so far. I wanted it to appear old, but still not boring, so i used different colored brick textures.

    The floor should be some kind of stone, just like the walls.

    With the 3d skybox building, which you identified as church, it is meant to be a castle, but working with 1/16 scale makes it a bit hard to be precise in design. (in my oppinion, with my mapping skills)

    But using bigger scales would cost performance as far as I know, so i stick to 1/16.

    And ofcourse aesthetic, design, are not finished by now. I will keep working on them.


    Sorry for the large answer and my bad english.


    EDIT : The boat makes sense in my oppinion, because it is at t-spawn, which so provides a way terrorists found thier way there.

  • [WIP] de_perish

    • Promulle
    • July 7, 2015 at 3:51 PM

    Took some time, but here is the first update of de_perish since I entered it to the contest :)

    I did change some things so now at first the new minimap :

    Now to the changes in detail :

    B-Spot :

    - made entering ct-upper way easier

    - added some props

    - made movement to tunnels easier (raised ceiling etc.)


    Mid :

    - replaced the white house with this platform, which offers ct more strategic elements when it comes to holding mid

    - added a wallbang spot at t-spawn, over the entrance to second mid where the crates are


    A-spot :

    - rebalanced the spot to be more t-friendly and open

    - added the street light as an easy way to molotov/nade the corner on the left

    - booster now has a destroyable wooden railing

    - added a ledge (left side, below the crate) for an easier way to take a

    - boxes on the right are no longer spammable (only through their corners, fully spammable boxes lead to a flash-bug)


    Misc :

    - added decals for a more aesthetic experience

    - added buildings in the 3d skybox

    - modified a 3d skybox building


    Those were all changes made in this update.

    Thank you for reading and feedback is always appreciated. :)

  • [WIP] de_perish

    • Promulle
    • June 15, 2015 at 12:44 AM

    workshop link : http://steamcommunity.com/sharedfiles/fi…s/?id=417112476

    Hi i'm Promulle,

    I started mapping not long time ago and want to enter my first map de_perish.


    The map was already playtested and optimized by feedback from playtesters.

    I hope you like the map, and of course feel free to leave feedback.

    Screenshots:


    Thanks for your time :)

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™